An adventurer guild is a way to provide plot hooks, motivation and social context for such a weird and diverse group of people known as “adventurers”. It can can offer interesting options, in-game and out-of-game.
The Pelezians, or “clay people” were strongly bound to the earth. In fertile plains and valleys they lived their happy existence, peaceful, yet ever on their guard. Many nomadic attackers they defeated, until a different enemy came; their advanced technology and weapons (and magic) were beyond the skills of defenders. One-by-one their settlements fell, until the clay people were not more.
To the greedy students of the past, their heritage is but not forgotten.
Many of the Undead face this terrible fate for mistakes of their own. Dark sins, or conscience heavy for the criminal deeds they have commited, they cannot pass on and linger in this world. But some do not deserve this curse…
This is more an overview of the subject, than a complete article. As one of my PCs had pottery in background, I tried to research it a bit, but given up after seeing way too much data.
Magic is a strange power, that can be harnessed (or not?), but never fully understood. Magic should be unique. Magic could be REALLY unique on this one world…
It is said that dwarves have problems with using magic (maybe they cannot cast spells at all). This is an attempt to create a distinctly dwarwen school of magic. The way you use it is of course yours.
Settled two hundred years before, the people were fleeing war and tyranny. Establishing a comfortable existence in the fertile, but empty valleys, they soon learned who the lands belong to. A mighty dragon called only Death, came and burned the city to the ground, and later again, and again, sending with fire also his (hers?) evil laughter and shouts of pleasure at the destruction. The survivors did not wish to leave, and decided for a new strategy.
It was some sixty years ago, a great flood on the river caused a lot of damage. The baron ordered masive works to be undertaken, to widen the river’s channel above its usual level. The “over-channel” spreads a few hundred yards on both shores of the river. This was to be a sufficient safeguard against any flood.
The Judge is the Ultimate Judge, who judges all beings after death. After death, you face The One. He measures your worth and determines your faith appropriately.
Those who have created the world. Those who are few but seem like many. Those who will be worshipped forever, if but in a different guise.
Graves of a small, little known folk, exotic as dangerous.
The simple graves of a folk long gone, these are still favoured by graverobbers.
Finghaart’s sausages hasn’t moved since its founding. For all its reknown, it is quite a poor neighborhood.
The siege was bad, and with fire decimated a large part of a town. As life returned, several people returned to their roots and prospered.
Oh yes indeed, there was a circus here! Some hundred years ago…. or so the tale goes.
These are the items magic-users and alchymists would be really creating: minor, useful, and easy to sell.
Winter time is a wonderous time for adventure.
Traps gathered from the remains of a dead site. Honour and enjoy what ingenious traps were created by people unknown…
Beginning adventurers have a hard time to find the right employment… let us try and help them!
One player. One Game Master. Roleplaying in this way is slightly different than with a group.