| 
  • If you are citizen of an European Union member nation, you may not use this service unless you are at least 16 years old.

View
 

Adventurer Guilds

Page history last edited by Anonymoose 4 years, 2 months ago

Ever since the middle of the Fifth Age, approximately 1500 years ago, 'Adventurers' have operated in some capacity. As the Age of Avalon progressed, the once ubiquitous magic artifacts of the previous eras became increasingly rare. This had a significantly negative effect on the world at large. First and foremost, the value of such items skyrocketed yet the reliance mankind had on these artifacts to defend themselves from monsters remained. The original founding principle of the first adventurer guilds were to keep these magical artifacts within circulation of the 'adventurers' themselves. They had fallen into the hands of merchants, collectors and aristocratic dilettantes who refused to depart with them. Since the common man had no chance against many monstrous beasts, dozens would be forced to sacrifice their lives driving away so much as a single minotaur rampaging through the hinterlands, let alone slay it. Adventurer being a term which came to serve as an umbrella for bounty hunters of monsters. Various guilds began to pop up like mushrooms after rain and petitioned the various kingdoms of the world to pass laws restricting the ownership of magic items by private citizens. These monarchs and rulers were more than happy to oblige, because collecting taxes from an ornery vassal, or even a lowly farmer, armed with an enchanted 'sword of slaying', which had been an heirloom in his family for generations, was a headache to say the least. And so the Adventurer Guilds were born and for a time there was a golden age of peace and security as these hunters for hire scoured the land of monsterkind.

 

Whole industries were created as a result of this new monster hunting profession. Arms and armor sellers, innkeepers to accommodate hunters with wanderlust and an assortment of other supporting professions were necessary to keep these hunters going and provide them supplies wherever they went. These adventurers began not only to defend the kingdoms of men from monster incursions, but also to claw back vast swathes of the chaotic wilds. The job of an adventurer became increasingly lucrative as they began to seize the treasures of previous eras from the ruins of eld, commonly referred to as 'dungeons'. The adventurer guilds would quickly become victims of their own success, however, because the once rare magic items would again become plentiful through the looting of these long lost treasure troves. Magic artifacts became so plentiful that it became increasingly harder to catalog and track them all. They would soon fall back into the possession of merchants, nobles and even into the hands of peasants and ne'er-do-wells.

 

This all culminated in a period of strife, some 1100 years before the present, known as the Mithrurite Wars that lasted for nigh 100 years. It was not a conflict officially between nations, but the observation of a great many minor conflicts between belligerents both large and small. Mithruite is a metallic alloy of ancient origin which was impossible to replicate at the time. Thought to be a gift from the gods themselves and not replicated since the age of myth, the early and middle Mythria era. This alloy coursed with magical energy, gleamed like silver, but was harder and sturdier than the strongest iron. Most of the powerful and notable magic artifacts were made with some percentage of this alloy within it. Magical enchantments took to this alloy and never decayed over time. In the distant corners of the world, once plagued by monsters, man seized these lands and expanded their dominion over them. In them, the massive troves of such alloys were uncovered. As a result, client states arose and quickly grew wealthy and powerful. Former adventurers became the lords and ladies of these places and grew resentful of the limitations their previous relationship with the kingdoms of men placed upon them. Their ambitions would not be contained. A series of rebellions took place that completely shattered the hegemony which had persisted since the middle Mythrian and early Avalon periods.

 

For half the world of men, the wars afforded them freedom, the other half were plunged into poverty and destitution. Those who had once enjoyed the fruits of adventurer sacrifice were once again lost. They themselves were forced to rebel against their own lieges and wrest over control of magic artifacts to defend themselves against the monsters which thrived when man fell into chaos. The next couple hundred years of strife in the aftermath of this war is what many scholars would blame for the conditions that was necessary for the rise of the 6th Monster Lord himself. The sundering of once mighty nations into a multitude of petty kingdoms also made the rise of the Celruelian Kingdom like a scythe through autumn wheat.

 

After the War of the Greater Sixth Demon Lord was over, the adventurer guilds would return as well. Vast swathes of the world had been overrun by monsters yet again and their native human inhabitants were victims of near and total genocide, or currently in exile within the Couhrrain continent. To prevent the occurrence of another Mithrurite War, the Empire once again enacted the magic artifact control laws and made it so that only those with Imperial authority or a licensed member of an Adventurer guild could possess magic artifacts legally. For centuries since then, the adventurer has been a prestigious man at the forefront of reclaiming the world. Vast swathes of riches left behind in the wake of the Sixth Greater Monster Lord's genocidal crusade afforded massive wealth upon those brave enough to risk seizing it.

 

The rise of the Seventh Monster Lord has, however, complicated things. Once, the adventurers were the bulwark against monsters, but now they themselves were becoming the first victims. Men seduced and women turned into monster girls themselves. It occurred slowly at first, some 150 years ago, but during the Seventh Lord's war of insurgency starting 80 years before present until 38 years before present, the adventurer guilds would lose half their numbers. The hollowing out of many guilds, and complete conversion of others, the whole system had to change. Indeed, Imperial authorities were on the verge of banning the Guilds altogether on suspicion they had all been compromised by the Seventh Lord's unorthodox change in strategy. One guild in particular would quickly rise to prominence and begin to absorb the lesser guilds into itself: The Silver Bannermen.

 

Its leader is enigmatic and faceless, hidden behind a featureless mask of silver. The organization quickly reorganized the guilds into one company and began to reverse the trend of losing its members to corruption and desertion. Its inner workings are kept under strict confidentiality, but the Imperial authorities were eager to look the other way as their results were impossible to ignore. In the chaotic years ever since the delicate detente has persisted, the reliability of the Silver Bannermen has been most welcome to the Empire. Some suspicions yet remain, and there are members of the Imperial bureaucracy and Church's inquisition that has tried to peer behind the curtain, but they have been rebuffed for the past two decades repeatedly and for all their investigations and sleuthing turned up nothing. For now the Imperial loyalists and anti-monster factions have continued to ignore the monopoly forming as the Silver Bannermen continue to take over the entire adventurer guild scene.

Comments (0)

You don't have permission to comment on this page.