1. Overview

The Adventurers Guild is a beacon of opportunity and camaraderie across Siar’Morrin, linking those in need with capable individuals willing to lend their skills. Its network of guildhalls and outposts provides adventurers with resources, lodging, and missions ranging from minor errands to high-risk expeditions. Recognised for reliability and professionalism, the guild is respected in most regions and serves as a stabilizing force in times of unrest.

  • Type: Guild
  • Base of Operations: Vitaurum
  • Core Purpose/Focus: Coordinating and supplying skilled individuals for tasks that require exceptional ability, from monster hunting to diplomacy and exploration.
  • Reputation: Widely respected for integrity and results, though sometimes seen by rivals as overly controlling or politically involved.
  • Symbol: (Pending final design – likely to incorporate a sword and quill crossed before a rising sun, symbolising both action and wisdom.)

2. History

Founded centuries ago, the guild took its current form after the turmoil of the Age of Darkness (AoD), rebuilt under the guidance of Iblis, a legendary figure once in service to the deity Eris. Given a second chance at life, Iblis dedicated himself to creating a force that could restore order and provide purpose in a fractured world. Since then, the guild has played a pivotal role in reconstruction, maintaining stability, and guiding those who might otherwise be lost to lawlessness. Its presence has helped shape communities, bolster trust between regions, and preserve a measure of peace in uncertain times.

3. Structure & Organization

The guild operates under a hierarchical yet flexible system:

  • Guildmaster: Iblis – supreme leader and symbolic figurehead.
  • Regional Captains: Oversee chapters in their territories, assign missions, enforce standards, and manage training.
  • Support Staff: Quartermasters, archivists, medics, and trainers who maintain operations and member readiness.
  • Members: Admitted through a rigorous entry trial assessing skill, integrity, and alignment with guild values.

4. Culture & Practices

The guild embodies the principles of law, order, and responsibility, mirroring Eris’s virtues without enforcing direct worship. Members follow a strict code of conduct centered on fairness, justice, and reliability. The initiation trial is a defining cultural element, ensuring that all members meet high moral and professional standards. Guild credit, earned through missions, reinforces loyalty by offering in-house benefits such as lodging, rare items, and information

5. Key Figures

  • Guildmaster: Iblis – Rebuilder of the guild, former servant of Eris, and a living symbol of second chances.

6. Geographic Influence

  • Areas of Operation: Active across the majority of Siar’Morrin, excluding the far North-West beyond the Ridgeback Mountains.
  • Allies & Enemies:
    • Ally: New Birania – cooperative relationship, though some suspect mutual political leverage.
    • Ally/Rival: The Shattered Kingdoms – welcomed in some areas, resented in others.
    • Rival: Lone Wolf Pack Guild – seen as undisciplined and reckless, though not openly opposed.

7. Resources & Capabilities

  • Military Strength: No formal standing army, but can call upon a vast pool of trained adventurers when needed.
  • Economic Power: Operates numerous guildhalls, inns, and supply outposts across the continent. Primary income comes from contract fees, a cut of members’ earnings, and internal trade within the guild network.
  • Special Assets: A far-reaching intelligence network, regional cooperation agreements with local rulers, and an internal credit system that incentivises loyalty and long-term membership.