The VFD
VFD The Adventurers Guild.
The Intials of the Guild have been lost, and Savras who originally founded the group refuses to clarify further, enjoying the confusion as some form of minor joke. Each Chapter of the Guild uses different words, ranging from Very Fast Defenders, to Visous Freaking Dragons.
Founded shortly after the last Orcs, Drow, and Tieflings were banished form Agyess. This group is lead by the Great Savras, and has been since the beginning. A blessing from Gaia herself has extended his life, and in turn he has acted as her champion. It is the work of the adventurers guild to ensure that balance is kept between civilization and nature, that the monstrosities of the world and universe at large do not threaten the world, and that people feel save living in a natural world.
There are branches of the Adventurers guild in every nation, and they recruit able bodied adventurers who are looking to both earn a living, and protect others. In The Queendom of Thena, it is lead by Corinth, in his Manor situated north of Queenhaven. The Adventurers guild is also well known for its study and use of magic, even in the face of prejudice from others.
Elyse Plune, a powerful magic user, who studied with the adventurers guild since she was a young child. She replaced her predecessor only three years prior, but has made excellent strides in growing the guild in her district, the Oryn Empire. She resides in Teescreek Manor, which is a small castle situated between Shabus and Springoa Crossroads. Cornelia Rothen has been in charge of the Utarford branch has also been focused on recruiting as of late, and seeks to be apart of a shift from the dangerous of the world, to a safer expression of it. Her optimistic attitude tends to be a bit infections, or perhaps its annoying, one can never truly tell with Cornelia, but she is also an excellent swords woman, and can hold her own excessively well in combat. The guild is a group of honorable mercenaries. Founded in the interests of the people of Aygess. They strive to ensure the general well being for all, and try to only intercede where they are asked for, or absolutely needed. In other times, they train and ready themselves for new threats. They keep a watchful eye on trouble around the world, with branches in every region. If a being begins to gain renown, they would likely be invited to join. Sometimes meeting an higher ranking member of the Guild on an adventure and gaining there confidence in the adventures abilities, they could also be asked join. While they can be paid to do tasks like mercenaries, they will not take tasks that will clearly do more harm then good, and will often take on tasks of great importance without pay. They provide shelter and aide to those in need. They obey there own code of ethics and while that often means obeying the laws, it is regardless of the laws themselves.
To them, keeping peace between nations is vital, for it is the masses that suffer during war, and not those who choose to start them. Theft is a complicated ethic, while most branches ban the act of stealing from others, some may turn a blind eye if it is done in the best of intentions. They do not harbor ill will against theft itself, except those who take from those who are in need. They avoid killing when possible, but will defend the helpless. To them what matters is your present actions, and the intent behind them, not where you have been or done before.
Life for the Adventurers guild is not all work, often it enjoys extended periods of relaxation, as to be overtly involved would not be their way either. It is often when training new members that members of the Adventurers guild set out looking for actual adventure. Though this is not the case for all, but certainly it is not the adventurers guild way to force their members to be always on the go, rather to be always ready.
Founded shortly after the last Orcs, Drow, and Tieflings were banished form Agyess. This group is lead by the Great Savras, and has been since the beginning. A blessing from Gaia herself has extended his life, and in turn he has acted as her champion. It is the work of the adventurers guild to ensure that balance is kept between civilization and nature, that the monstrosities of the world and universe at large do not threaten the world, and that people feel save living in a natural world.
There are branches of the Adventurers guild in every nation, and they recruit able bodied adventurers who are looking to both earn a living, and protect others. In The Queendom of Thena, it is lead by Corinth, in his Manor situated north of Queenhaven. The Adventurers guild is also well known for its study and use of magic, even in the face of prejudice from others.
Elyse Plune, a powerful magic user, who studied with the adventurers guild since she was a young child. She replaced her predecessor only three years prior, but has made excellent strides in growing the guild in her district, the Oryn Empire. She resides in Teescreek Manor, which is a small castle situated between Shabus and Springoa Crossroads. Cornelia Rothen has been in charge of the Utarford branch has also been focused on recruiting as of late, and seeks to be apart of a shift from the dangerous of the world, to a safer expression of it. Her optimistic attitude tends to be a bit infections, or perhaps its annoying, one can never truly tell with Cornelia, but she is also an excellent swords woman, and can hold her own excessively well in combat. The guild is a group of honorable mercenaries. Founded in the interests of the people of Aygess. They strive to ensure the general well being for all, and try to only intercede where they are asked for, or absolutely needed. In other times, they train and ready themselves for new threats. They keep a watchful eye on trouble around the world, with branches in every region. If a being begins to gain renown, they would likely be invited to join. Sometimes meeting an higher ranking member of the Guild on an adventure and gaining there confidence in the adventures abilities, they could also be asked join. While they can be paid to do tasks like mercenaries, they will not take tasks that will clearly do more harm then good, and will often take on tasks of great importance without pay. They provide shelter and aide to those in need. They obey there own code of ethics and while that often means obeying the laws, it is regardless of the laws themselves.
To them, keeping peace between nations is vital, for it is the masses that suffer during war, and not those who choose to start them. Theft is a complicated ethic, while most branches ban the act of stealing from others, some may turn a blind eye if it is done in the best of intentions. They do not harbor ill will against theft itself, except those who take from those who are in need. They avoid killing when possible, but will defend the helpless. To them what matters is your present actions, and the intent behind them, not where you have been or done before.
Life for the Adventurers guild is not all work, often it enjoys extended periods of relaxation, as to be overtly involved would not be their way either. It is often when training new members that members of the Adventurers guild set out looking for actual adventure. Though this is not the case for all, but certainly it is not the adventurers guild way to force their members to be always on the go, rather to be always ready.
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