The Adventurer Guild is responsible for the testing and licensing of "Adventurers".

An adventurer is a member of the adventure guild that became so by proving themselves to be an elite member of their race/class through rigorous examination. Adventurers may not kill their fellow members (except for those who have committed atrocities). A magic tattoo is given exclusively to adventurer's after they have passed an intense training and testing. It identifies the owner as a member of the Adventure Guild and has multiple benefits: it grants access to guarded information; it grants access to almost any location in the world; and you can use it to accept contract jobs only available to official "Adventurers".

Typically, adventurers devote themselves to: tracking down priceless items; mystical places; and the unseen wonders of the world.

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Pathfinder Core Setting (4E)
17 other campaigns in this setting
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