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Therrezian Adventure Guild

The wilderness of Therrezia is fraught with dangers. Long-lasting eldritch energies still plague the land, bringing about all sorts of hideous mutants, monsters and abhorrent creatures. Standing between the cities and towns of these beasts and the populace of Therrezia is the Therrezian Adventure Guild. Tasked with tracking down and hunting any of the vile creatures that threaten the citizens of Therrezia, the Guild forms an essential pillar of the economy and culture of the nation.  

Formation and Origins

The origins of the Guild can be traced back to the legendary Von Carsten family; famed monster hunters that came to fame long before the guild system emerged. Renowned across Therrezia, the Von Carsten's were instrumental in gathering much of the knowledge and developing hunting techniques still used today. These were passed down through generations an to other hunters, and eventually their success inspired the formation of the Therrezian Adventure Guild. With a structured organisation, it was much easier to find new recruits and to defend civilization from the threats of the wild.   The Von Carsten's still remain a powerful and influential family within Therrezia, and many generations have gone on to join the Guild and carry on the family legacy.  

Structure and Organisation

Within each major town and city within Therrezia will be a unique guild Chapter, with its own Guild Hall and barracks. Despite being separate entities, each Chapter follows a similar structure.  
  • Chapter Leadership: At the head of the Chapter is will be a ingle individual known as the Matron or Patron. They will oversee the activities of their guild, from organising hunts, ensuring the finances of the Chapter are in order and keeping diplomatic relations with local authorities in good order.
  • Ranks and Roles: Members of the guild will be identified by what skills they can bring to the order, and are awarded ranks based on this:
    • Initiates: Any new recruits begin as Initiates, and will have to prove themselves on several hunts before rising to the next rank.
    • Slayers: Those that are skilled with a blade or other form of combat will be given the rank of Slayer. They will be the ones who directly confront and dispatch any of the creatures the guild hunts.
    • Hunters: If an individual shows skill in wilderness survival and tracking, they will be given the role of Hunter. They aid the Slayers in hunts, providing much needed reconnaissance and strategic intel.
    • Librarians: Some are not meant for fieldwork and facing monsters, but they may prove themselves in academic ways. Scholars and researchers, the Librarians are the backbone of the guild. Despite having a position not as glorified as those that partake in hunts, the Librarians are essential in supporting the efforts of the Slayers and Hunters and the continued existence of the guild.
  • Magic Users: Magic is feared in Therrezia, and outside of the Twelve Magical Colleges it is banned. However, the guild enjoys a special exception to this rule, and wielders of magical powers are allowed within its ranks. Many mages that wish to avoid the law or being forced to join a College have joined the guild, and serve amongst the members across the roles listed above.

The Economy of Monster Hunting

While the guild fulfils a protective role in Therrezian society, it still requires funding to maintain itself. Food, weapons and the upkeep of the guild halls all require an income else the guild would cease to be. For this reason, all hunts charge a fee for those seeking aid. An initial charge for investigating and assessing the situation is common, and then a larger payment once a successful hunt has been concluded.   Requests for assistance may come from a village, a noble or even wealthy merchants, and then negotiations for payment are undertaken. The more dangerous or time-intensive the threat, the more the guild will charge. For those guild members who participate in the job, a portion of the payment will be rewarded. Those that bring in more lucrative or frequent contracts also gain renown with their fellow guild-members and the general pubic, and higher rewards and access to better resources is soon to follow.   This has led to a system that fosters competition between guild members, incentivising them to take on greater threats for better rewards. In turn, this strengthens the guild and ensures Therrezia remains safe from the beasts that stalk the wilderness.  

Chapters

There are many different Chapters of the Therrezian Adventure Guild found across the country. Some of the better-known ones are listed below:
  • Chapter of the Golden Dawn
  • Chapter of the Silent Thorn
  • Chapter of the Vagabond Stranger
  • Chapter of the Iron Howl
  • Chapter of the Shattered Shield
  • Chapter of the Silver Gale
  • Chapter of the Bloodbound Pact
  • Chapter of the Stone Titan
  • Chapter of the Twilight Fang
  • Chapter of the Gilded Blade

We Hunt by Blade and Blood

Alternative Names
Adventure Guild, The Guild
Training Level
Semi-professional
Veterancy Level
Experienced
Parent Organization


Cover image: Dark Souls III by M-Delcambre

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