Adventurer's Guild
Adventurer's Guild Guild | |
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The Adventurer's Guild is open to all! | |
Coordinates | 2700, 69, 2650 |
Government | |
Founder | Old Man |
The one-stop-shop for aspiring adventurers, warriors, mages, and more!
History
Old Man, many years ago, had stumbled across a couple young children. Feeling as though he couldn't just leave them, he took them in. The very same place the children grew up, throughout their journey to adulthood, was developed into the Adventurer's Guild. As quoted, the people here are sort of a "found family," in the sense that although few to none of them are related, they still have very close bonds from a time of need.
Old Man, with the help of the other residents, prepared a place that would allow anybody in a similar state ― defenseless, scared, seemingly a lost cause ― to be taught how to thrive on their own. The Adventurer's Guild officially opened to the public on Vale 25, 30 3E.
Relations
As of July 22, 2025, there have been papers signed for a union between the Adventurer's Guild, Mossfall, and Scavenger's Mire. However, nothing has been set into motion regarding the details of the union, any bridges or paths to be built between towns, or future events and holidays.
A couple residents described their town's relationship with Scavenger's Mire, or as they called them, the rats, as "tenuous". Although the guild's residents do imply that potential conflict with the rats based on belief isn't unlikely, a union would mean a greater chance of peaceful agreement. The main difference in beliefs stems from their opposing views on outsiders.
The Scavenger's Mire sees outsiders as a threat, imposes "flesh taxes" on any mounts, and leave signs with colorful language on them in an attempt to ward off travelers. Meanwhile, the Adventurer's Guild actively encourages visitors. In an interview, Willow (the interviewer) was asked if she'd like to join the guild once it opened. Additionally, the guild has 6 different categories for newcomers to enroll in, each one representing a different type of adventurer. In summary, the Adventurer's Guild likes visitors, Scavenger's Mire does not.
Courses and Initial Experience
Note: information is not as detailed as it can be in the following section. Because this page was written before the opening of the guild, there wasn't any access to quest data.
Upon officially joining the Adventurer's Guild via the front desk, you are assigned your first quest by a mentor. It is by completing these quests that you gain experience, letting you level up in the system. Each student's level and class is displayed outside of the guild via a sign on the totem of the respective student's class.
When asked about the origins of this system, Willow was told that Old Man was the one who set everything up. He wrote the pages describing each class, and figured out the quest system. Therefore, the other staff / residents at the guild are there to uphold the system.
Other Amenities
Bakery
Opposite the 6 class totems, you can find a small bakery that sells various goods. Items include, but aren't limited to; water, beer (fine quality), pumpkin pie, cake, and bread.
Stables
Opposite the main building, there is a medium-sized horse stable for when students are busy with coursework or quests. They also double as stables for staff and storage for when the main building's top floor isn't enough. Each stable has hay, a pail for water, a sturdy gate, and a window so your horse still gets some sunlight while safely locked away.