The Adventurers Guild

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Venture Forth

The Adventurer’s Guild stands as a meeting place for those who live by their wits, their steel, and their will. Its members are a fellowship of endeavouring individuals drawn from across Elandra and tasked with those challenges that do not fall under the control of any single nation.
The Guild is a place where respect is earned, and external honours grant no special favour. Here, camaraderie and purpose are found in equal measure — in a place where tasks are set, parties formed, and glory won.
Among the people of Elandra, the Adventurer’s Guild is held in high esteem. Its existence is seen as proof that even in dark times there are those willing to set aside their differences and band together to answer the call. The Guild is seen as a unifying force, gathering heroes from across all nations and deploying their expertise towards those causes no nation can champion alone.
The Adventurer’s Guild is your gateway to adventure. A place where endeavouring individuals learn of tasks and set out to complete them. Here you can assemble allies, form professional rivalries and make your name.

So gather your party, venture forth and become a true legend of the Adventurer’s Guild!

Membership Cost

Becoming a member of Adventurer’s Guild is paid for at the cost of 1 Myth. This payment covers one calendar year of membership and not the number of visits to Haven a member makes within that time.

Origins

The Adventurer’s Guild traces its origins back to the deep forests of Morvalis. Here legendary monster hunters once forged bonds of trust in blood and hardship, working together to investigate, protect, and survive in those days of dark horror.
In time, the hard-fought victories and resourcefulness of these pioneers became known beyond Morvalis. Their deeds were seen and raised up for examination by every nation and through one lens or another – admired. Any successful Adventurer’s Guild would of course have to be tasked with more than the slaying of those monsters in that place. The nature of its tasks would be expanded and capabilities of its membership broadened. This process began in Avereaux, where the lure of adventure drew special affection, but its example soon spread to all nations and people. The Guild would become a place where the bold and the brave, the good and the grey, the sly and the sublime could all find common cause together. A place where imperative tasks could be set, and their rewards realised. An ecosystem of endeavouring spirits, where deeds said to be impossible could be done, brought home and woven back as inspiration into The Guild’s history. In the time of corruption, when each nation faced destruction the Adventurer’s Guild won decisive victories that proved the project successful. Its ability to unify the heroes of Elandra and set them upon quests was vital and well recognised upon the Gods return and the arrival of Haven.

Structure and leadership

The Adventurer’s Guild is organised by seasoned adventurers who would serve as Guildmasters. Each often brings their own expertise and flair, deferring to one another on matters as required. Leadership of the Guild is handled in an informal way, with the Guildmaster who was last seated behind the Guilds desk often referred to as the Head Guildmaster – a position that rotates as frequently as the chair is vacated and occupied. The Guilds members earn respect as more quests are accomplished and may receive honours over time for continued work within the Guild.

The Current Guildmasters attending Haven:

  • Boneca Amici De Arabella
  • Nimue D’Saga
  • Tatyana Von Nocturne
  • Tedwin The Woodsmith
  • Uc Who Is The Bestest
  • Zephyro Karmesi De Brume
  • Vissarion of the line Sparatus who bested The Great Serpent
  • Mildwynn

When in Haven these will the primary contacts for the Adventurers Guild. They are all NPCs played by the Menhirs Fate crew.

Titles and other external honours carry no special favour within the Adventurer’s Guild. All Guild members are equal and all answer to the instructions of the Guildmasters. The quests undertaken in service to the Adventurer’s Guild may offer the opportunity to earn reward, but rewards are not guaranteed. The deeds undertaken by members are for the good of Elandra and offer the opportunity to celebrate one another in that greater purpose. 

Operations and influence

The Adventurer’s Guild has bases of operation and seasoned Guildmasters spread across Elandra. Its connections among the nations allows it to  serve as a place where quests can be brought forth and made available to its members. It is well resourced and ready to rapidly respond to Haven’s arrival. The Guild does not have a standardised structure that it spreads across its operations and instead makes uses of local resources at the levels its needs. In major population centres they are often provided offices, lodges or training grounds by nation governments or work with them to set up their own. Working closely with the nations they have also established many outposts to handle smaller areas and provide information and resources to those who wish to become Adventurers for their own part of the world. The unifying multinational approach of the Guild marks it as a direct threat to Corruption and its goals. Other criminal operations and destabilising factions would also have much to gain by bringing the Guild structure down.
For Example in Syradonia, offices of the various Orders have been provided to help integrate the guild into the nation and aid them in their mission. In the various major building carved into rock the Adventurers Guild work to plan expeditions into the ground or into the hostile surface. In Portavas they maintain space within the Docks as so many seek danger on the seas and the Guild seeks to ensure their success as much as their safety.
In locations further afield the Guild maintain smaller outposts in whatever manner that nation tends to.

Working with the Adventurers Guild within one of the nations is a reasonable backstory element. You must still pay the yearly membership fee to participate in Adventurer’s Guild quests and storylines while in Haven. While it is possible for a character to have interacted with the Guild, it is not reasonable for them to be famous members of the Guild so the story and legends of the Guild can be told in uptime in haven.

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