The Adventurer's Guild is a ubiquitous and loosely connected organization found in nearly every nation, city, and major settlement across Colldria. It exists not as a centralized authority, but as a shared tradition, reputation, and network. Each Guildhall operates independently, adapting to local laws, cultures, and dangers while adhering to a broadly recognized set of customs.
To common folk, the Guild represents problem-solvers for hire. To rulers, it is a useful—if unpredictable—tool. To adventurers, it is a gateway to coin, reputation, and opportunity.
There is no Grandmaster, High Council, or central headquarters. Attempts to unify the Guild have historically failed, often violently. Instead, the Guild persists through mutual recognition, shared symbols, and the simple fact that it works for the good of the continent.
Joining the Adventurer’s Guild requires either:
• A small registration fee (varies by location)
• Completion of a simple task or introductory quest assigned by the local Guildhall
Once accepted, members receive:
• A Guild token, badge, or writ recognized across most of Colldria
• Access to Guild quest boards
• Eligibility for Guild-run lodging, supply discounts, and healing services
Membership is rarely revoked, though individual Guildhalls may ban or blacklist members locally.
Each Guildhall is self-governed by a local Guildmaster or steward, chosen through custom, seniority, or simple necessity. Guildhalls maintain:
• A public-facing quest board
• Records of completed contracts and member reputations
• Contacts with local officials, merchants, and communities
Quests range widely in scope depending on region:
• Monster hunting
• Escort and protection work
• Exploration and ruin-clearing
• Bounty and retrieval jobs
• Discreet or deniable tasks not suitable for official forces
The Adventurer’s Guild values practicality over ideology. Its unofficial ethos is simple: problems exist, and someone is willing to pay for them to be solved.
Across Colldria, Guildhalls share common traits:
• Worn notice boards crowded with overlapping requests
• Common rooms filled with mercenaries, explorers, and oddities
• A mix of camaraderie and rivalry among members
• A reputation for attracting chaos wherever they settle
Despite this, the Guild is broadly tolerated—even welcomed—by most nations, as it absorbs threats that would otherwise go unanswered. Some factions attempt to manipulate Guild postings to advance hidden agendas. Experienced adventurers learn to read between the lines.
The Adventurer’s Guild serves as Colldria’s pressure valve—a decentralized answer to monsters, mysteries, and mercenary needs. It is not heroic by nature, but it enables heroism.
In a continent shaped by politics, faith, and war, the Guild endures because it asks only one question: “Can you do the job?”
@Vieumont Adventurer's Guild
@Westport Adventurers Guild
@Rivermouth Adventurers Guild
@Briarhook Crossing Adventurers Guild
@Rivton Adventurers Guild
@Qasr al-Nefret Adventurer's Guild
@Caerport Adventurer's Guild
@Gateway Haven Adventurer’s Guild
@Triess Adventurer's Guild
@Dourloch Adventurer's Guild
@Vaerdant Adventurer's Guild
@Sleeping Bear Inn
@Camlas Adventurer's Guild
@Erestelion Adventurer's Guild
@Kar-Durath Adventurer's Guild