Adventurer's Guild

The Adventurer's Guild

Main Guild
The Guild's presence in Lairon is mainly within the Capital, sending out contracts and payments via the Capital Exchange, a system of interconnected chests that can be accessed from a hub in the capital.

Hunter's Guild
A branch of the Laironese Adventurer's Guild intended to keep a cap on the exotic monsters who were, prior to the queen's assassination and the following Bandit outbreak, the main danger to travelers and settlements alike. Once a contract has been posted to the Guild a group of up to four hunters are sent out, identifying, hunting, and slaying the monster as per the contract. Being a member of the guild can become a lucrative job, and is surprisingly safe as the tiered ranking system of their members keeps the Hunters from challenging creatures outside of their skill level.

Artificer's Guild
Originally formed to assist the other branches of the guild by repairing or crafting magical items, including being the origin of the Capital Exchange which then became a national service rather than a guild exclusive one, this guild has expanded to become a central location for the discovery and innovation in the field of Artifice.

Some other nations have accused the guild of researching weapons of war with intent to begin another conflict across Deacledroth; though the guild itself denies these claims, and all public investigations into the subject have given the same conclusion.