The Grand Society of Adventurers and Explorers

Adventure and exploration with subsets of archaeology and anthropology

Run through a combined guild and university system, the Adventurer's guild of Eisen is one chapter of a global network dedicated to exploring Terranon's vast unexplored areas and ruins.   The Adventurer's Guild is responsible for assigning jobs to applying adventurers who wish to explore, discover, or commit scholarly pursuit of the larger world of Terranon.   While the guildhouse proper is open to all who seek to post or sign up for adventurous opportunities to explore the unknown, the guild's additional focus is recruiting and training adventurers through partnership with the two main universities of Eisen - The Academy of Adventuring Arts and Academia Casus.

Structure

Guildmaster

Gisela Richter, Halfling female
Gisela is a tiny, spunky little halfling woman. She leaves the practical matters of running the guild to her administrator, but as guildmaster, her wanderlust - and her ability to find new places to explore for members of the guild - is unstoppable. Full of life and verve, a conversation with Gisela is rather like trying to talk to a force of nature with a thousand topics of joy and just as many quick witted observations.
 

Guild Representative

Kurjaan Murassi, dragonborn, is a sorcerer and scholar and currently serves as the somewhat irascible but incredibly clever representative to the guilds for the Adventurer Guild.
 

Guild Administrator

Booster “Boost” Farwalk, ama’il warforged, is a ranger with an eye for detail and order, somehow keeping all of the many assets and projects of the adventurer’s guild running smoothly.
 

Guild Structure and Ranks

Apprentice: Apprentices are allowed to attend adventuring parties for guild contracts as they are able and without limitation. They may requisition minor guild supplies for these adventures.   Journeyer: Journeyer’s to the Adventurer’s Guild must complete the testing process as outlined by the Eisen Guild Charter. Journeyers are allowed to put together and lead small adventuring parties for Guild Contracts. They may requisition guild supplies for these adventures.   Master: Known as Explorer Generals within the guild, Masters of the Adventurers guild must complete the testing process as outlined by the Eisen Guild Charter. Masters are allowed to put together lengthy and complex expeditions and may assign or create guild contracts. They may requisition and call on the guild’s extensive resources for these adventures.   Mastery Exam: The Mastery exam for the Adventurer’s guild involves successfully running an expedition to an unexplored location and cataloging the journey and what is found there.

Culture

Despite the seemingly fly-by-night air of the guild, the Adventurer’s guild is actually incredibly well regulated and run with a great deal of structure within its ranks. All exploration jobs are fully logged and recorded for historical posterity - and for the safety (as much as there may be) of the party. This also ensures there is little or no question over who gets to keep the spoils of these missions.   While Gisela prefers a tight ship, she can only apply so much control to a group dedicated to haring off into the unknown to find new discoveries. As a result, there are codified processes for submitting exploration itineraries, codified processes for signing up for groups, codified processes for cataloging items and accounts - and a general air of chaos at the busy comings and goings of the hall itself.   The guild also accepts members from other guilds within the city as part of its membership ranks as adventuring and exploring tend to cross boundaries. It is not uncommon for even masters in the adventuring guild to have a rank within another guild.   Patron God: Sephira  

Guild Symbols

Members of the guild all wear a signet ring or signet medallion featuring the guild’s compass symbol.  

Guild House Description

The Adventurer’s Guild house is located on the campus of the Academy of Adventuring Arts.

Public Agenda

The Adventuring Guild is responsible for coordinating parties to explore the unknown world of Terranon. Despite having many “civilized” nations, vast reaches of Terranon are unsettled, sparsely settled, or covered in ruins of ancient civilizations. Exploring has become as much a hobby as a method of scientific and cultural study. Museums are relatively new and are being started by governments in all countries to showcase new artifacts and discoveries.   The adventuring guild offers a generic “jobs” board for smaller explorations - these may be taken by any apprentice rank or higher. Non-guild members may also apply for “single use” applications to take these jobs - the Guild’s way of encouraging patronage and study. Explorations are always organized or monitored by an actual guild member to ensure safety (as much as possible) and resource collection. The Adventurer’s guild works closely with the Historian’s Guild in order to maintain academic standards for its collections.   Because of the significant overlap that an exploration may have, The Adventuring Guild maintains excellent relationships with many other guilds in order to have supplies at the ready and necessary professionals for various trips. The Adventuring Guild encourages its members to belong to more than one guild and holds no stigma for its members having rank in another guild in addition to its own.

Assets

In addition to the main guild hall, the Adventurer's guild maintains an armory and equipment hall with generic equipment available to approved members for approved missions. Sponsored by numerous wealthy nobles and with regular contributions to the other guild houses,, the guild has little trouble outfitting explorers for parts unknown.

History

Exploration in the Victorian era was little better than grave robbing as wealthy elite funded elaborate expeditions to discover the natural and ancient world around them. In TEE, this mentality is still present but the Adventurer’s Guild does help keep some of the worst of the offenses curbed. The Guild works with local governments to ensure that cultural property is not just carried off and shoved in private collections and that local sentient populations are not overly disturbed. It cannot guarantee that you won’t get attacked by rodents of unusual size, but it will generally work to talk to that group of kobolds that wants nothing to do with you. In this era Archeology and Anthropology are budding fields, and those who focus on responsible scholarship in these areas are rewarded with publication and future contracts.

From Darkness, Light

Founding Date
1756
Type
Guild, Adventuring
Alternative Names
Adventurer's Guild
Demonym
Adventurer, Explorer
Location
Patron God
Sephira   Guild Symbols
Compass