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Guild Lore /

AND FAQ

 

 

 

 

 

 

 

 

The Adventurer's Guild possesses an identity worth writing down, and a history longer than most members realize. Battles won and conquests achieved by Adventurer and Staff alike; the founding of each department, and the sub-lore each has gathered since.

 

The Scribes

The Scribery began as little more than the logistical arm of the Guild in its infancy. Like the Clinicians, it has no recorded founding date; nobody wrote one down. What the archives do hold is the department's reformation, twice over: once after an early collapse, and again during the reclamation of Eldcastle. The first of those collapses is why so little of the early record survives today.

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The Clinicians

The Clinicians formed for the obvious reason: Adventurers and Staff alike kept getting hurt, and somebody had to be formally responsible for it. Their documented history is thin. Their reputation for tireless work is not, and they stand today as one of the more formalized medical bodies within Tykonia, and among the more professional.

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The Keepers

The Keepers are the newest of the departments, and they trace their origins to the now-defunct Guard. The Guard had been the elite knight retinue of the Forsters, disbanded once the Forsters rose to lead Larova, then reinstated by King Ingeld's decree after Eldcastle surrendered to the city. The Guild wanted an elite force that stayed contained and professional; the Keepers are what it built. They have held Guild assets and spearheaded the larger Adventurer formations since, which is most of what there is to say about them so far.

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Origins of the Departments

Dark underground passage with distant torchlight illuminating stone walls.

"THe reclamation"

Battle of Eldcastle

Waning Highsomer,  ~10th

In the days of Waning Highsomer, ragtag groups of mercenaries were called upon to reclaim the seat of the Adventurer's Guild. They killed the basilisk that had settled in it, and the Guild would resume operations in Larova on the strength of that one night.

significant events

Candlelit stone room with wooden furnishings and warm ambient lighting.

"among us"

Friend or Foe?

Waning Highsomer, 24th

The night of Friend or Foe still unsettles those who were there, although most of the Guild has let it slip from memory. It was one of the first warnings the Guild received. Orchestrated by the enigmatic Cassens, mimics wearing the faces of adventurers and staff worked from inside to seize a set of catalysts, and they got them. Where those catalysts went afterward, nobody in the Guild has ever established.

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. It was a grand affair, run across three stages, and it ended with a single Adventurer of the Guild put forward before the King.


B-Rank Thalen would assume the mantle, and would be named Larova's new Huntsmarshal before the King himself.

significant events

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"iron coffin"

Castle That Burns

Waxing Hibernalia, 2nd

The arrest of the late Guildmaster Flamel went wrong in more ways than one, and it ended with Flamel dead. It would prove a defining moment in Eldcastle's history for a second reason as well: the attempt drew the interest of both Larova and the Sanctum, and that interest brought severe reprimands down 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

Guildmaster Sisu orchestrated a delve into the stone at the bottom of the Eldcastle pit, hoping to learn what the Miasma actually was and to find some path forward in the war against the Pale. Corpses of Forster bannermen, half rotted by miasma, were drawn to the stone, and their memories were extracted by the crude method of living through them. The Guild got what it came for.

significant events

Dark scene with glowing red elements against a black background.

"look upon the heart."

King's Marrow

Waning Hibernalia, 13th

Forces marched on the Eldcastle with a beast in tow, and the Adventurer's Guild called every Adventurer and every hero it had to arms. This was their stand. A Dread Serpent carried a miasma core in its skull, and the visions of the Echostone had made two things clear: what that core could do, and that the mist would not break without it.


Their efforts would prove effective soon enough.

significant events

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"GODSPROT."

The Final Stand

Waning Hibernalia, 15th

The night the tide turned against the Pale, and the night Larova and the Guild began, at long last, to win. Adventurers and Bannermen fought together to destroy the Conduit that had been raised against them, and a great many of them did not come back from it. The city held anyway, and it held because they had not.


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. They toppled a second conduit, and paid for it, and the Pale lost ground again.

significant events

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The Adventurers Guild:

A Condensed History

The Compact of First Blades that created the Adventurer’s Guild in 2816 BM was more about registering and controlling Larova’s sellswords than about creating an institution. The first 50 years of the Guild's existence are known as the Founder's Lament, as they fought for autonomy under pressure from the nobility and the crown. They finally capitulated in the Forster Accommodation of 2855, where the Guild's fortunes were tied to a single royal house. The Golden Era (2867-2931) brought consolidation and growth: a unified treasury, salaried staff, a professionalized corps, formal ranks, and a profitable eastern trade based within Avont. Somewhere around 2908 the transfer of administrative functions to the fortress of Eldcastle made the Guild a secular institution, separate from the people it served. It changed the Guild from a civic service into something more like an autonomous power and, as several later commentators observed, removed it from the people it had originally been chartered to serve.


The Years of Disinformation (2932-2934) saw the Guild's records corrupted by forged seals, a flooded archive, and competing factions. The crisis was resolved by the Silent Audit of 2934, a closed proceeding whose records were destroyed by the leadership. Its importance lies in the precedent it set: the institution learned that gaps in the record could be as convenient as regrettable.


That lesson was the basis for the Mundane Recess (2935-3024), the longest, least eventful period in the Guild's history. It could still function and flourish, but money more and more dictated the choices of the institution, as put in the phrase “As the Coin Flows.” They cited the standard price tables, the sealed "Hush Contracts", the expanded holding cells, and the absence of the lower-ranking members from the archive as evidence of this change. The Midyan Conflict (3010-3015) and the subsequent de facto naval blockade have served to cement chronic scarcity and the practice of profiting from it. When the first reports of the Pale, a coordinated undead force accompanied by a red miasma, reached the Guild, an institution used to pricing risk could not find a place to put a threat its existing categories could not accommodate.


The Modern Days (3025-3026) are poorly documented due to their recent nature. The Forster line was wiped out at the Battle of the Bog, and was succeeded by the Ingelds in a time of civil disorder, exacerbated by the Guild's refusal to assist the City Watch. It was a time of great losses and partial recovery: Eldcastle was re-taken, Guildmaster Flamel was killed soon after during conflict between the Levy and Guard, the Echostone was used to gain intelligence from the dead, and the first Pale "Conduit" was destroyed, lifting part of the siege. By 3026, the council of six had become just one, Guildmaster Sisu, and the Guard had been replaced by the Keepers. During the same months, there was a partial reversal of the Recess's priorities. Record-keeping and research were revived, Veneration emerged as a commemorative practice, and the population began to be treated rather than priced. The founding question of the institution left unresolved: can a body that trades in danger be trusted to govern it?

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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. You do represent the guild while out on adventures, however, so engaging in illicit activity is unadvised and usually punishable besides.


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 mostly an ooc hosting role rather than an in-character authority title, although questgivers are still recognized icly. We look at whether you show up and run a fair table. The role carries duties, including a minimum number of hosts.

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 carries the work the guild cannot be seen carrying, on account of it being ILLICIT. Questgivers and staff occasionally host underguild-specific quests, and they will tell you up front that the job is illegal and risky.

Q: Where can I find X document?

A: The Document Hub holds the dossier sheets, rank request templates and staff handbooks, and it is the version that counts. If somebody's screenshot disagrees with the hub, the hub wins, unless the document says otherwise (an archived one marked “deprecated”, for instance).