Welcome Adventurer

You have found your way into the Federation of Lyal'dream and to our Guild House. Long before there was a city our Guild House stood to mark the horizon. If you your determination stands as high as ours then join us in an attempt to carve our own destiny.

Welcome recruit,

First thing, stop by the Stewards, they'll give you a bronze plate, your first rank. Once you amass enough adventures and experience visit them again and make a case for your promotion. But don't waste their time.

You have free room and board at the Wandering Fox across the Street, when you come back from adventures head over to the Guild and report, you'll receive rewards if you can supply us information we do not yet know.                                                             

Requirements to Join the Guild:

  • Identifying as an Adventurer

  • Respect the laws of Lyal Dream or any country you are adventuring in

  • The guild takes 10% of the mission reward, already deducted once it is posted

Visit at the Steward's Office

After your visit at the Steward Office you gain the following:

+Bronze Adventurer Plate  +10 Fidgets +Healing Potion (2d4+2)

They didn't have any patience to allow you to speak more than announcing your intention to join the Guild. You are not alone, the Guild House is absolutely filled with new recruits and the Stewards are the first and last line of defence to help you all get started. However, even in all this chaos and rush they tell you one important thing "Listen to your fellow adventurers, listening well will save your life one day." 

Perks of Being in the Guild: Free Room and Board in the Wandering Fox, Neutral relations with most Factions, Access to The Eye of the Storm, Quests and Bounties.

Guild resources

The guild offers contacts with many services and crafters throughout the city. If you need to go shopping, find information or look for guild reports, just walk into the guild hall and talk to any of the dozen operatives currently stationed on desk duties.

The guild offers teleporters to some locations in Teresyum including a portal to the famous archmage’s tower Zyg.

The main guild house is located in the merchant’s district, so you will find vendors willing to sell their wears at a decent price close by. Generally, the vendors will buy anything for 50% of their value and sell it at a 150%.

As mentioned before you have a free room and food at the Wandering Fox next door.

When you believe you have gathered enough experience and wish to have access to a larger variety of jobs, you can come in for a plate advancement, for which you will conduct a small interview. Don’t worry if you don’t get it the first time, you can come in for as many reviews as you want.

Adventuring Guild structure

There are three branches to the adventuring guild.

  • The Strikers The individuals who are called upon to kill something

    • Sword of the guild

  • The Seekers 

    • Do everything else: Diplomacy, investigation, etc...

    • They inform the strikers who needs to die and why

  • The Specialists 

    • They can perform the role of a Striker or a Seeker , but with a unique set of skills in order to achieve the role’s goals

The following metals signify your progression through the guild rankings.

  • Bronze

  • Iron

  • Steel

  • Titanium

  • Adamantium

  • Mithiril

  • Criolithe

  • Darkmetal

The requirements to progress from one plate to another can be found here.

Adventuring 101

  1. Do not accept power from known or unknown entities.

    There are beings in this universe that will use this connection to control, manipulate and corrupt.

  2. IF SOMEONE ASKS YOU TO LET THEM IN. DO NOT

    There are many spells and powerful enchantments placed on the world that are in place to prevent beings from entering it that would wish it harm. These beings are typically quite skilled in the art of deception. DO NOT BE DECEIVED.

  3. Do not kill the quest giver. If found that the individual you are working for is part of a nefarious plot, arrest them and bring them back to the guild ALIVE.

  4. Always be accurate in your guild reports.
    Guild reports are the main source of information gathering for the guild of adventurers. Any and all information could one day be used to save your life and the lives of your loved ones.

  5. When adventuring you are subject to any and all laws in the countries you are working in. IF you are caught breaking a law we are not liable to help you.

  6. THE SOLUTION TO EVERY PROBLEM IS NOT A SWORD THROUGH THE THROAT OR BURNING THEM ALIVE.

The guild maintains a neutral stance with all deific beings and a guild member is not permitted to knowingly promote or hinder any deity or deific being action or plans in the name of the guild.

The Guild of adventurers will protect you in all instances where your actions would be deemed to be that of a reasonable individual.

We know people aren't perfect, it is a very common practice to believe you are working for someone good when you are actually working for an asshole. As long as you weren't being a complete idiot the guild will offer you it’s support.