Chartered in Royal Year 618, the Guild of Adventurers Upon Return, was intended as a guideline to deal with and control the increasing number of men and women who were taking up arms and pursuing a career in heroism and adventurism. The guild would police it's own, and function as an odd jobs mercenary corporation, subservient to the crown, and supportive of the clerics.
'You can't just run around killing goblins and looting temples, this isn't the old days my boy. To make it today you've got to be part of the guild, and you need a team, and a look, and most importantly you need a manager. Like me.'
Also known as the Adventurer's Guild, the GAUR, the Hall of Heroes and a variety of other names.
Scents of ages past and scents of the zeitgeist. A guild of perfumers.
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 more you dominate your life to a god or goddess, the more you gain magical powers from him or her, but the big stuff does not come easily. Most worshippers have only the weakest of spells.