User blog comment:Loretracker/How is Ainz's New Adventurer Guild going to work?/@comment-29248623-20160808180311

In the simplest sense, Ainz needs to do a massive overhaul on guild management. Here is my take on the things that would be changed:

1.  Strength Ranking Evaluations- Ainz does have the resources to firmly evaluate the physical and magical capacity of individuals through the sensory abilities of NPCs from Nazarick and Fluder's special ability, so they may revise the ranking system of metal plates with corresponding level ranges or overhaul the system completely. This would also work as a system for recruitment and initiation or induction into the Sorcerer Kingdom Adventure Guild. (This might also play into giving hints to others that Ainz has knowledge about players or is a player but that is highly unlikely or maybe a future plot point)

2.  Specialized Combat Training - Moving from the reevaluated strength ranking, we can expect a specialized regimen of training for different job classes. This could also prove as a research ground for the overall capacity of various races that enter the "adventurer" profession. As for job trainers, they could start out with veteran adventurers who are partnered with "well-mannered" NPCs of Nazarick. I imagine these trainors being either subordinates of the floor guardian, area guardians with specialized job classe, or even members of the Pleiades (in disguise).

3.  Dungeon Training Program - Ainz promised and initiated the creation of a "labyrinth" for the purpose of training adventurers. In the purest sense, a pseudo-Nazarick or a classical multi-level dungeon format (Can't be too sure if they move for ground-level, underground or to above ground). Taking Mare's magic into account and the army of undead and golem workers, they could be able to simulate various environmental conditions as well as have the capacity to fill this dungeon with auto-summoning creatures from Nazarick or others that they could either collect from outside or produce within Nazarick. (I am doubtful about intentionally producing monsters from the Nazarick stock of resources though)

4. SK Armory- There would be a need to have a state-funded armory in order to give better assurance of survivability of SK Adventurers. The armory may start out with basic gear provided by the state and reward gear for mission completion aside from the standard mission pay. This would also prove as a cover to test NW items, conduct experiments on armor-creation from local resources and check item compatability of NW items with Nazarick forces and Nazarick items with NW races.

5. SK Magic Guild- To complete the whole parade there is the need of also creating a new magic guild alongside the reformed adventurers guild. Given that Ainz has access to Fluder's research, this guild may prove to be both an academy for hopeful magic casters. The new magic guild would also have the task of magic-item production, magic research, weapon and armor enchantment and so on.

As for things outside the Adventurer's and Magic Guild, there's also a need for Ainz to establish the following institutions: a Merchant's guild (for economy and trade management); a State Bank (for finance oversight); a Parliament (for citizen representation and policy making); a Judicial and/or Law-enforcement body (Undead police force is already present so the judges are still to be tasked); an Agricultural Ministry; A State-run Construction Force (the golem and undead work force); a State Hospital and Health Ministry (take that you temple bastards!); a Temple (for worshipers of the great Ainz Ooal Gown, of course).

That's what I got for now. I would have put a potato at the end of this post but I remembered that this isn't 9gag.