I feel like this is a time to vouch for an element of a story I'm writing.
In this world, there's an Adventurer's Guild. It's named, and oriented, very much like the generic guild that appears in so many generic Anime-MMO medieval fantasy worlds. In it, travelers with weapons, be they swords or bows, complete missions for money.
As one would expect from that setup, the only people with money who ever hire the Adventurer's Guild are wealthy merchants with cargo to protect, or land developers with an excuse to enact aggression on innocent people, or anyone who can veil their murderous intent with some legal excuse. The first way the story introduces them is that a city has contracted with the Guild to use them as extra peacekeepers, and it's a horrible setup because they have no deescalation training. The guild itself lures in members with ideas that they'll "take down troublesome animals for troubled townfolk" and maybe even sometimes have those quests, but primarily, most of the other characters in the story just refer to it as "The Mercenary's Guild. Oh, I guess they call themselves Adventurers' Guild now."
It's my way of getting people to analyze their desire to kill things for rewards, which is fine for a simple game made for children, but shouldn't be part of your fantasies as you grow up.