World Archive
A traditional high fantasy world of ancient crowns, elder races, divine light, living forests, dwarven deeps, dragon covenants, ruined empires, and a...
Updated
World Guide
A traditional high fantasy world of ancient crowns, elder races, divine light, living forests, dwarven deeps, dragon covenants, ruined empires, and a...
Updated
Topics: fantasy worldbuilding, characters, factions, relics, creatures, locations, canon.
Archive Record
Practical survival discipline for ruins, monsters, contracts, traps, salvage law, and party logistics.
Updated
Tags: adventurer, training, dungeon, proof-audited.
Classification: Adventurer Guild Craft is practical professional training, not a power system. It is the discipline that keeps ordinary people alive in places designed by dead empires, hungry monsters, bad air, false maps, and sponsors who lie.
Core skills: rope work, lantern accounting, bad-air testing, monster sign reading, quiet camp discipline, wound triage, contract reading, trap suspicion, pack weight, salvage etiquette, retreat signals, and the ability to stop arguing before the dungeon punishes noise.
Ranks: Lantern crews can handle escort work, shallow ruins, and local monster signs. Bronze Seal parties can claim standard bounties and legal salvage. Red Map parties can enter disputed or changing ruins. Deep Warrant parties can cross jurisdictions and handle sealed threats. Relic-Licensed parties may touch objects that crowns, temples, dragons, or clans could claim.
Tools: chalk marks, oil ration sticks, mule bells, waxed map slates, guild knots, mirror tabs, salt smoke, collapsible poles, breath candles, wound ledgers, and tagged sample bags. Good adventurers look less glamorous than prepared.