Adventuring Guilds
History
Before all species on Alithia coexisted peacefully, humans formed adventuring guilds to protect civilians from danger and predatory creatures such as vampires. Over time, the adventuring guilds realized that people needed their help with more than just protection. They began to take on mundane job requests such as gathering herbs, assisting with rebuilding efforts, and spreading information about current situations to other locations. After a meeting between all the guild masters, it was unanimously agreed that they would extend their services to these additional requests. This decision opened up new opportunities for both adventuring guild and those seeking employment. As the demand for adventuring guilds grew, the number of guild halls increased. Depending on the size of the town or city, there may be more than one guild hall within its borders. To differentiate between them, each adventuring guild hall is given a unique name. For example, there is the ‘Daeri Adventuring Guild’ located in Mythern, Zogruze. Once all the species on Alithia began living in harmony, the adventuring guilds accepted other species as adventurers or to help around the guild hall.
Type
Guild, Adventuring
Location
Related Species
Related Ethnicities
- Agrarian Werewolf
- Animal Fairy
- Aquatic Elf
- Art Fairy
- Blood Elf
- Blood Werewolf
- Celestial Nymph
- Crystal Werewolf
- Dark Elf
- Dark Fairy
- Desert Elf
- Eidolon Werewolf
- Fallen Angel
- Fire Fairy
- Frost Fairy
- Frost Werewolf
- Gale Werewolf
- Healing Fairy
- High Elf
- Land Nymph
- Life Fairy
- Light Fairy
- Moon Elf
- Muse Werewolf
- Music Fairy
- Nature Elf
- Nature Fairy
- Nature Werewolf
- Pyro Werewolf
- Shadow Fairy
- Siren
- Snow Elf
- Speculum Werewolf
- Storm Werewolf
- Sun Elf
- Sun Fairy
- Tech Fairy
- Thunder Werewolf
- Water Fairy
- Water Nymph
- Wild Elf
- Wind Fairy
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