The Guild is the backbone of exploration, defense, and survival of the mortal kingdoms. Founded centuries ago, after the first wars against abyssal creatures, it became a neutral institution: it belongs to no kingdom, but serves all. Its headquarters is in Pelagora, on the Eastern Continent, but branches and outposts are scattered across port cities, border fortresses, and strategic villages.
For any warrior, mage, or explorer seeking fame, gold, and prestige, the Guild is inevitable: the bridge between eternal glory and oblivion.
Adventurers are divided into ranks, representing power, trust, and prestige:
Newly joined, sent on simple missions: patrolling roads, hunting wild animals, or escorting merchants. Many do not survive the first season.
Have proven some worth, but still deal with minor tasks: hunting goblins, bands of raiders, and small monsters. Usually work in groups of 5 to 6.
Recognized as true adventurers. Face ruins, small dungeons, dangerous beasts, and local threats. Enjoy respect in small towns.
Take on high-risk missions: expeditions in cursed regions or battles against medium-sized monsters (wyverns, trolls, basilisks). Have authority to lead adventurer companies.
Heroes known in various regions. Perform missions of continental impact, facing armies, renegade mages, or colossal dungeons. Nobles vie for their friendship.
Living legends. Their names echo in taverns and royal courts. Few reach this level. Face ancient dragons, interdimensional horrors, and calamities that threaten entire cities.
The absolute peak. Only a dozen in all of Erendorn carry this title. They are not just warriors — they are forces of nature, comparable to armies. Kings fear them, peoples revere them, and their deeds change the course of history.
The adventurer signs up at any branch, declaring name, origin, and specialty. Receives a magical insignia recognizing their identity and rank.
All tasks are posted on the Notice Board, classified by rank. Adventures above one's level are prohibited, except in exceptional cases.
Ascension requires proven deeds, recommendations from Guild masters, and in some cases, trials in combat arenas. Certain special missions can also grant immediate advancement.
Range from gold, titles, and lands to legendary relics. The higher the rank, the more private contracts with nobles and kingdoms open up.
The Guild is neutral, but inflexible with betrayal. Killing, stealing, or sabotaging colleagues turns the culprit into a Renegade — hunted relentlessly until death.