Sir Saltington
Lord of Altera
"It doesn't matter what you are, who you are, or how you are, anyone can go on an adventure. If you can see it in the horizon, you can get there."
The Goal
The goal is only one, and that is to adventure. We are a group of people just out to explore the world, and have a fun time doing it. No one is special, no one is suppose to be better. Leadership is in here for stability, but everyone is the same. The Adventurer's Guild is for those who want to explore, enjoy the world, and thrive for thrill.
The Rules
1. You must be willing to risk your life, because adventure is danger.
2. Do not kill unless needed, but don't be afraid to do it if there is no other option.
3. Do not start fights unless you have a good reason.
4. Respect the guild, and the people in it.
5. Do not leave anyone behind, unless there was no other way.
6. Do not rob from the guild, only the ruins and dungeons are free game.
7. Do not go around causing crimes, but don't go around stopping them either.
8. Adventure.
Relations with Guilds
Merchant's Guild: Friendly
Adventure Groups
Survivalists: The guild's experienced, and also mentors. They help train the new adventurers, and know how to survive. They can take new adventurers with them as apprentices, though it isn't required. These are harden adventurers, those who have done plenty and are ready for even more.
Scholars: The people in the guild who take care of any documents found, and they take care of our collection of artifacts. They do all the organizing of books, documents, and artifacts that are either found, or created.
Adventurers: The basic group of the Guild. Either they haven't proven themselves, or haven't decided if they want to do anything special.
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