Historical painting of a formal gathering in a grand interior setting.

Guild Lore /

AND FAQ

 

 

 

 

 

 

 

 

The Adventurers Guild possesses a rich identity and an even richer history. From the annals of battles won and conquests achieved by both Adventurer and Staff alike, to the origins of the departments and their own
sub-lore.

 

The Scribes

The Scribery began as little more than the logistical side of the Guild in its infancy. Alongside the clinicians, it largely did not have a determined point of formation. What is known, however, is the reformation of the department following its collapse both early on in the Guild's history, and later on during the reclamation of Eldcastle, the former resulting in the privation of archival information that we see today.

Simple black and white geometric line drawing showing connected shapes and angles.

 

The Clinicians

Much like the Scribes, the Clinicians formed out of a need for a formal medical force to address both Adventurer and Staff requirements. With little documented history, what is known of the Clinicians is their undaunting and tireless work, and their status as one of the more formalized and professional medical bodies within Tykonia.

Minimalist black and white diagram with geometric lines and circles.

 

The Keepers

The Keepers, the newest of the departments, technically tracing their origins to the now-defunct Guard Department. Previously the elite knight retinue of the Forsters, which were disbanded following their rise to power as the leaders of Larova and then reinstated by King Ingeld's decree following the surrender of Eldcastle to the city. The department was founded out of the need for an elite, but contained and professional, military force that protected Guild assets and spearheaded larger organizations of Adventurers. Still in its infancy, the true history of the Keepers is still being written in the annals of the Guild.

Abstract geometric pattern with intersecting lines and angles in black and white.

Origins of the Departments

Dark underground passage with distant torchlight illuminating stone walls.

"THe reclamation"

Battle of Eldcastle

In the days of Waning Highsomer, ragtag groups of mercenaries were called upon to reclaim the seat of the Adventurer's Guild. Successful in their efforts in slaying the basilisk that rested within, they would herald a new dawn for the Guild and its operations within Larova.

significant events

Candlelit stone room with wooden furnishings and warm ambient lighting.

"among us"

Friend or Foe?

Waning Highsomer, 24th

An occurrence that still shakes the minds of many within the Guild, largely forgotten by most today, the night of Friend or Foe proved to be one of the first warnings the Guild would receive. Orchestrated by the enigmatic and mysterious Cassens, mimics of adventurers and staff alike would work against the Guild to retrieve and take control of mysterious catalysts. Eventually succeeding, they never knew what became of them.

significant events

Nighttime scene with glowing lights and atmospheric effects in an outdoor setting.

"THEY ARE COMING"

The Pale March

Waxing Fallowtide, 28th



"They had gathered by the edge of the Miasma, the Pale and their abominations charged by the edge of the West Gate. We hurried, used Flamel's foul creations, and crude techniques to increase and bolster our power. I had to look through the old storage for extra plate. But it ended up working out just fine, we held them back... for now."


- Guildmaster Sisu

significant events

Medieval tavern interior with wooden furniture, lanterns, and rustic decor creating a cozy atmosphere.

"Courage is not the absence of fear, but the will to go on in spite of it."

Trial for Huntsmarshal

Waning Fallowtide, 5th

A trial held after the mysterious death of the last Larovan Huntsmarshal; large and grand in nature, the trial consisted of three stages before one Adventurer from the Guild was selected to be presented before the King.


B-Rank Thalen would assume the mantle and be chosen before the King as Larova's new Huntswarden.

significant events

Dimly lit fantasy tavern scene with glowing lanterns and mystical ambiance.

"iron coffin"

Castle That Burns

Waxing Hibernalia, 2nd

The arrest of the late Guildmaster Flamel was something that would go wrong in more ways than one. Eventually resulting in his death, it would prove to be a defining moment in the annals of Eldcastle history, as, along with the attempted arrest of Flamel, the interest of Larova and the Sanctum led to severe reprimands from the King himself.

significant events

Decorative blue spiral symbols arranged in a row against a black background.

"Terror precedes horror. The world shifts. Your memories are not your own."

Deimos & Phobos

Waning Hibernalia, 10th

In an attempt to understand the nature of the Miasma and its contents, as well as determine a path forward in the war against the Pale, Guildmaster Sisu orchestrated a delve into the stone within the pit of Eldcastle. Corpses of Forster bannermen, half rotted by miasma, were drawn to the location and their memories extracted through the very experience of them. Soon, after all was said and done, what was required was obtained.


The deafening cry of a colossal beast broke the skies. Suddenly, the dead were rended, their foul contortions sloughed from their flesh, as a massive, coiled ribcage surrounded the survivors on all sides, like great mountains in the distance. For but an instant, upon the faces of the dead was fear.

significant events

Dark scene with glowing red elements against a black background.

"look upon the heart."

King's Marrow

Waning Hibernalia, 13th

Marching their forces to the Eldcastle with a beast in tow, the Adventurer's Guild calls all of its Adventurers, all of its heroes, to arms. This was their stand. A Dread Serpent with a powerful miasma core within its skull must be retrieved; the visions of the Echostone have revealed its power and the need to defeat the mist.


The Pale rained down fire onto the Eldcastle. Miasma rushed in through the castle, burning eyes, lungs, and bodies alive. The Pale were few, but the Adventurers were many. The Dread Serpent fell after a combined effort of magic and might, crushed its skull, and retrieved the core from within.


A retreat from Abominations and Monstrosities was called as the Dread Serpent was slain. The Adventurers of the city had held strong, and an ingredient to the puzzle had been found. Their efforts would prove effective soon....

significant events

Fantasy battle scene with colorful magical effects and glowing projectiles.

"GODSPROT."

The Final Stand

Waning Hibernalia, 15th

A battle marking the turning of the tide against the Pale, and the beginning of Larova and the Guilds' victory, Adventurers and Bannermen alike fought on this night to destroy the Conduit that was implemented against them. Many sacrificed their lives to give the city hope, and in the end, the resolve of those vowing to protect it won out.


The Southern Basin was cleared of Miasma, and the siege saw its first days of hope.

significant events

Dark outdoor scene with mysterious glowing elements in a fantasy setting.

"remember the fallen"

The Second Push

Waning Niewyer, 5th

An offensive into the Northern Basin of Larova. Once more, Adventurers and Bannermen pushed into the miasma, protected by lanterns lit aflame with blue fire. Toppling yet another conduit and making sacrifices to do so, another striking victory was made against the Pale.

significant events

Decorative red horizontal divider line with ornate medieval style flourishes.
Medieval banner design with ornate red and brown decorative elements.

 

FAQ

 



Q: Can my character be in both the Adventurer's Guild and another faction at the same time?


A: Yes and no: Guild Staff are not allowed to be in any other factions ICly, but Adventurers are allowed to associate with what factions they please.



Q: Can I be in multiple Staff departments at the same time?


A: Yes, but only within logical reason. Typically, characters cannot manage the workload of two departments simultaneously, but occasional cross-departmental work is permitted. Additionally, Mr2+ characters have to be approved on a per-character basis.



Q: Who is allowed to attend quests?


A: The guild doesn't have any rules about who can and cannot attend quests. However, it should be noted that you represent the guild during adventures, so engaging in any illicit activities is unadvised and usually punishable. Underguild quests come with their own risks.



Q: Can I be in multiple adventuring parties at once?


A: No. ICly, this would probably be too much for one person to juggle. OOCly, it's liable to be used for throwaway parties and duplicate parties (to abuse the giveaway bot).



Q: Can I be an Adventurer and Guild Staff at the same time? Can I be in parties as well?


A: Yes. Being an adventurer is essentially part-time/freelance work; the Guild has no rules against its Staff going on adventures or against them joining parties.



Q: How is a party's rank determined?


A: A party's rank is equivalent to the average of its members' own ranks (e.g., a party with 3 E-Ranks and 1 Z-Rank would be considered E-Rank). When a party's ranks are tied, the party will receive the higher of the two ranks (e.g., a party with 2 E-Ranks and 2 Z-Ranks would be considered E-Rank)



Q: Do I lose my rank when my adventurer dies?


A: Character deaths for Z or E-rank characters WILL RETURN ONE TO Z-RANK. C OR D-RANK DEATHS RETURN ONE TO E-RANK, PROVIDED AN APPLICATION HAS BEEN FILLED OUT AND PUT UP FOR VOTING. B-RANK DEATHS RETURN TO D-RANK, A-RANKS TO C-RANKS, G-RANKS TO B-RANKS, AND S-RANKS TO A-RANKS (AGAIN, PROVIDED THE PROPER DOCUMENTATION IS COMPLETED).



Q: What's the guild's opinion on accursed or criminals?


A: While the guild doesn't actively seek these people out, it's not wise to let people know because the guild could choose to imprison the accursed or kill them. The same applies to wanted criminals (unless on the bounty board).



Q: What's the difference between contracts and quests?


A: Contracts are mini events that are recruited in character, where any rank can participate. These are usually much faster and offer fewer rewards. A quest is a longer mini event where only certain ranks can go, while it is encouraged to be recruited icly it's more common for the bot to be used.





Q: How do I become a Questgiver?

A: Questgiving is a mostly ooc hosting role rather than an in-character authority title, although questgivers are still recognized icly. Applicants are evaluated on reliability, competence, and fairness; acceptance entails operational responsibilities and expectations (including a minimum hosting cadence).




Q: What is the "Underguild", and are relevant quests allowed?

A: The Underguild is the criminal channel of the MAIN guild, OR "overguild". icly, it can be thought of as a dark web OR NETWORK of sorts, supporting channels that would otherwise be unsupported by the guild due to their ILLICIT nature. Questgivers and staff may occasionally host underguild-specific quests, in which the illegal and risky nature of them is disclosed.




Q: Where can I find X document?

A: The Document hub is the controlling source for dossier sheets, rank requests, and staff handbooks; if a screenshot or paraphrase conflicts with the hub, assume the hub is correct unless stated otherwise (such as "deprecated" subtexts on archived documents).