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Drakon the Necrolord
Bonus chapter - Lore entry adventure guild Part 1

Bonus chapter - Lore entry adventure guild Part 1

The Adventurers guild was formed in the 5th age. At first, it was in response to the dungeon wars that were happening. After that conflict was ended a few treaties were ratified by those that survived.

1. Dave would become the main guildhall and hub for the Adventurers Guild. Its physical location is hidden somewhere deep underground.

2. Portals are set up in each Guild-house. People must enter and exit the guildhall via the same portal. The power costs go up astronomically if people were to exit a different portal so that only happens in extreme circumstances and then maybe only a single messenger.

3. Adventurers can buy and sell stuff on the auction house maintained by Dave. In-animate objects take a lot less power so are not subject to the same enter/exit rule. But tax rates are put in place so that it is not abused.

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4. The guild must stay neutral in conflicts. This to ensure that the guildhall itself might be used for peace talks.

5. Individual adventurers can get contracted/get quests from any involvement in the conflict.

6. The guild supplies housing for all adventurers up to level 50

7. The only restriction to rule 6 is immortal adventurers. Because of abuse in the past, immortals have to move out before level 25.

8. Any nation or city may build a guild-house and a portal to Dave. As this has a fairly substantial cost in materials, only the bigger cities do this.

9. If a dungeon is lost to the world at large, the guild council cannot give out its location until its new location is reported back to the guild.

10. The guild cannot be entered by people who are not of age. For most humanoids, that’s 18. Some longer-lived races like elves don't consider anyone below 100 to be of age so typically wait until then to become an adventurer.