THE ADVENTURERS' GUILD - part 1

The Adventurers’ Guild is likely the most famous and widespread organization known to Calad. The Guild ensures that society’s needs are met –trivial or dire. To carry them out, it employs adventurers, who think of the Guild as a second home. It welcomes anyone, no matter their past or path, who would offer their skills in exchange for payment and abide by the Guild’s basic rules. 

Guilds on Calad

There are many guilds throughout the civilized realms of Calad. Ranging wildly from town to town, guilds for craftsmanship, services, artistry, activity revolving around a particular faith, etc., provide their locals with merchandise, expertise, and community.


The earliest types of guild formed from the convenience of kindred trade and skill; master-apprentice relationships were core in such a setting. They quickly showed to be beneficial in establishing a firmer standing in society and the land, and as a pillar to lean on – an apprentice needed to learn the trade and the master needed help. However, the written truth is that guilds need to become centralized and systematized to expand and evolve, especially under stricter governments that ban activity outside the registry. Nowadays, most professions are involved with the workings of a guild, having the common individual frequent their communal spaces and enter associations with the hopes of finding work.

The notable ones usually gained their fame by excelling in a particular service. For example, the Rangers Guild and the Night Temple guild from Thenion are widely known for their supreme skill in defense and eccentricity, respectively. In another case, the sheer sum of wrighters guilds – those that craft and sculpt manipulatable constructs, commonly in the Sand Kingdoms – prompted the creation of a separate bureau for their management. In a more obscure example, in the Empire, some guilds are run solely to monitor frequented but haunted roads – it was indeed lucrative enough to foster such activity. In some cases, however, the existence of guilds can cause an assortment of societal implications. For instance, in the League, the rapid emergence of scientific guilds caused dissonance with pious organizations. A vivid imagination is required to consider all guilds in existence. However, one guild stands above all others; there is a guild so infamous, powerful, and widespread that it could almost be considered omnipresent and omnipotent – the Adventurers’ Guild, or simply the Guild for short.

The Rise of Adventurers

But before we continue to peer at the Adventures’ Guild, we must look at how adventuring became a profession.

Some two and a half centuries ago, when Calad finally dealt with the invaders in the Liberation Wars, peace followed. The war lasted for over a century and upon its conclusion, it left Calad with plenty of men and women who lost the reason to fight almost overnight. Left without the means to earn a living, some resolved to banditry, joined mercenary armies, or performed odd jobs. Many called it adventuring, causing all adventurers to become hated and feared. 

However, the circumstances began to change with the imbalance of mana in the world. After less than half a century passed, mana ruptures became a threat to all lands. The earth abruptly opened into large crevasses, spawning hellish pestilence and hordes of otherworldly monsters. The need for brave and hardened individuals escalated, pushing the previously-disgraced folk into high demand.

This ties into the creation of the Adventurers’ Guild, which became the leading destination and career choice of every aspiring adventurer. 

History and Legend of the
ADVENTURERS' GUILD

It is unclear when or where precisely the formation of the Adventurers’ Guild occurred.

Everyone knows the legend of the Five Errant. It tells of the most well-known party to ever exist. The five members were all of separate origins; none shared a birthplace or a place of belonging. They are said to have been incredibly skilled and are remembered as heroes of epic proportions. Interestingly, their fame at the time can be attributed to their frighteningly wide presence– in the days when the Guild hadn’t yet existed, it was difficult to travel and cross borders, and adventuring was under disrepute. 

Thus, no adventuring party could ever gather as much standing, or so it was thought. However, the five showed up anywhere they wanted and seemingly traveled great distances in an unrealistic timespan. In time, due to their notoriety and consequent influence, they spearheaded the first successful attempt at sealing a catastrophic mana rupture at the Coast of Eos, near the Helian capital. They gained significant respect after others learned how bravely and fiercely they fought the rift spawn while organizing never-yet practiced mass-ritual sorcery. Every child coveted their line of work: to be a free hero who fights for anyone needing help.
Since then, the five visited many mercenary guilds and smaller free companies, taking them under their wing with the promise of coin and comforts. After they quickly laid the foundations, they suddenly announced the creation of the Adventurer’s Guild some 150 years ago. Guildhalls sprung up in major cities like mushrooms after a rainy day, first answering to local governments, then ultimately buying off independence and neutrality. 

The Guild then became known for taking in anyone undiscriminating their past or standing; many war veterans and expatriates chose to serve or lead the guild’s chapters. It welcomed those who wanted to earn coin under the Guild banner, especially anyone willing to jeopardize their safety for results.

 This also meant many vagrants and people of questionable reputations joined their ranks, causing the Guild to often fall into dispute with the governing law system. Many held the Guild in contempt; however, it became wildly apparent that it was better to leave it in peace since, in due time, the Guild always won. Yes, the Guild, or parties organized inside it, utilized their newly found strength to exert pressure and achieve misdeeds. The Guild faced trial and pressure from the governments. For it to survive and advance, rules and stricter administration were in order. Affiliated adventurers and parties had to abide by regulations or face punishment. After the leaders participated in international forums and entered reciprocal relationships with the noble lords, it became regarded as a fair and reliable association that would take on any quest, even those considered far too dangerous for the nobles or their man-at-arms.

The Adventurers’ Guild undertook intensive refashioning. Five central chapters were established – one on every continent with the last chapter’s location unknown– the word is that the Five Errant each built their own. These main chapters act as Guild headquarters, where the principal staff is stationed, and the vital meetings are held. An intricate ranking system emerged due to the increase of varying requests and tasks. Every chapter of the Guild started appointing its members according to their skills and experience. 

The novices entered training parties that showed them the ropes, while the rest climbed the ranks inside the system to partake in bolder and lucrative events eventually. The Guild began organizing mass quests, which entailed several parties of affiliated adventurers joining together to take on a more taxing activity. The most dangerous were those involving rifts, and exploration of unmapped lands or structures.
Presently, the Adventurers’s Guild boasts a powerful posse of some of the most skilled specialists in the world; it is rumored it can round up more top-ranking adventurers than any one government could handle. This has caused concern among global leaders, forcing them to deliberate alliances. Yet, with the swelling need for adventurers attributable to the rapid emergence of rifts and their spawn, the Guild continues growing in size and power.

Journeyman-rank adventurer

This was part 1 of “the Adventurers’ Guild”. Part 2 here.

Other Articles

THE ADVENTURERS' GUILD - part 1

The Adventurers’ Guild is likely the most famous and widespread organization known to Calad. The Guild ensures that society’s needs are met –trivial or dire. To carry them out, it employs adventurers, who think of the Guild as a second home. It welcomes anyone, no matter their past or path, who would offer their skills in exchange for payment and abide by the Guild’s basic rules. 

Guilds on Calad

There are many guilds throughout the civilized realms of Calad. Ranging wildly from town to town, guilds for craftsmanship, services, artistry, activity revolving around a particular faith, etc., provide their locals with merchandise, expertise, and community.


The earliest types of guild formed from the convenience of kindred trade and skill; master-apprentice relationships were core in such a setting. They quickly showed to be beneficial in establishing a firmer standing in society and the land, and as a pillar to lean on – an apprentice needed to learn the trade and the master needed help. However, the written truth is that guilds need to become centralized and systematized to expand and evolve, especially under stricter governments that ban activity outside the registry. Nowadays, most professions are involved with the workings of a guild, having the common individual frequent their communal spaces and enter associations with the hopes of finding work.

The notable ones usually gained their fame by excelling in a particular service. For example, the Rangers Guild and the Night Temple guild from Thenion are widely known for their supreme skill in defense and eccentricity, respectively. In another case, the sheer sum of wrighters guilds – those that craft and sculpt manipulatable constructs, commonly in the Sand Kingdoms – prompted the creation of a separate bureau for their management. In a more obscure example, in the Empire, some guilds are run solely to monitor frequented but haunted roads – it was indeed lucrative enough to foster such activity. In some cases, however, the existence of guilds can cause an assortment of societal implications. For instance, in the League, the rapid emergence of scientific guilds caused dissonance with pious organizations. A vivid imagination is required to consider all guilds in existence. However, one guild stands above all others; there is a guild so infamous, powerful, and widespread that it could almost be considered omnipresent and omnipotent – the Adventurers’ Guild, or simply the Guild for short.

The Rise of Adventurers

But before we continue to peer at the Adventures’ Guild, we must look at how adventuring became a profession.

Some two and a half centuries ago, when Calad finally dealt with the invaders in the Liberation Wars, peace followed. The war lasted for over a century and upon its conclusion, it left Calad with plenty of men and women who lost the reason to fight almost overnight. Left without the means to earn a living, some resolved to banditry, joined mercenary armies, or performed odd jobs. Many called it adventuring, causing all adventurers to become hated and feared. 

However, the circumstances began to change with the imbalance of mana in the world. After less than half a century passed, mana ruptures became a threat to all lands. The earth abruptly opened into large crevasses, spawning hellish pestilence and hordes of otherworldly monsters. The need for brave and hardened individuals escalated, pushing the previously-disgraced folk into high demand.

This ties into the creation of the Adventurers’ Guild, which became the leading destination and career choice of every aspiring adventurer. 

History and Legend of the ADVENTURERS' GUILD

It is unclear when or where precisely the formation of the Adventurers’ Guild occurred.

Everyone knows the legend of the Five Errant. It tells of the most well-known party to ever exist. The five members were all of separate origins; none shared a birthplace or a place of belonging. They are said to have been incredibly skilled and are remembered as heroes of epic proportions. Interestingly, their fame at the time can be attributed to their frighteningly wide presence– in the days when the Guild hadn’t yet existed, it was difficult to travel and cross borders, and adventuring was under disrepute. 

Thus, no adventuring party could ever gather as much standing, or so it was thought. However, the five showed up anywhere they wanted and seemingly traveled great distances in an unrealistic timespan. In time, due to their notoriety and consequent influence, they spearheaded the first successful attempt at sealing a catastrophic mana rupture at the Coast of Eos, near the Helian capital. They gained significant respect after others learned how bravely and fiercely they fought the rift spawn while organizing never-yet practiced mass-ritual sorcery. Every child coveted their line of work: to be a free hero who fights for anyone needing help.
Since then, the five visited many mercenary guilds and smaller free companies, taking them under their wing with the promise of coin and comforts. After they quickly laid the foundations, they suddenly announced the creation of the Adventurer’s Guild some 150 years ago. Guildhalls sprung up in major cities like mushrooms after a rainy day, first answering to local governments, then ultimately buying off independence and neutrality. 

The Guild then became known for taking in anyone undiscriminating their past or standing; many war veterans and expatriates chose to serve or lead the guild’s chapters. It welcomed those who wanted to earn coin under the Guild banner, especially anyone willing to jeopardize their safety for results.

 This also meant many vagrants and people of questionable reputations joined their ranks, causing the Guild to often fall into dispute with the governing law system. Many held the Guild in contempt; however, it became wildly apparent that it was better to leave it in peace since, in due time, the Guild always won. Yes, the Guild, or parties organized inside it, utilized their newly found strength to exert pressure and achieve misdeeds. The Guild faced trial and pressure from the governments. For it to survive and advance, rules and stricter administration were in order. Affiliated adventurers and parties had to abide by regulations or face punishment. After the leaders participated in international forums and entered reciprocal relationships with the noble lords, it became regarded as a fair and reliable association that would take on any quest, even those considered far too dangerous for the nobles or their man-at-arms.

The Adventurers’ Guild undertook intensive refashioning. Five central chapters were established – one on every continent with the last chapter’s location unknown– the word is that the Five Errant each built their own. These main chapters act as Guild headquarters, where the principal staff is stationed, and the vital meetings are held. An intricate ranking system emerged due to the increase of varying requests and tasks. Every chapter of the Guild started appointing its members according to their skills and experience. 

The novices entered training parties that showed them the ropes, while the rest climbed the ranks inside the system to partake in bolder and lucrative events eventually. The Guild began organizing mass quests, which entailed several parties of affiliated adventurers joining together to take on a more taxing activity. The most dangerous were those involving rifts, and exploration of unmapped lands or structures.
Presently, the Adventurers’s Guild boasts a powerful posse of some of the most skilled specialists in the world; it is rumored it can round up more top-ranking adventurers than any one government could handle. This has caused concern among global leaders, forcing them to deliberate alliances. Yet, with the swelling need for adventurers attributable to the rapid emergence of rifts and their spawn, the Guild continues growing in size and power.

Journeyman-rank adventurer

This was part 1 of “the Adventurers’ Guild”. Part 2 coming soon.

Other Articles

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