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The Gilded Gauntlet Adventurers’ Guild

Exterior Description:

The Gilded Gauntlet sits on a raised terrace overlooking the market ward—close enough to the docks for sailors to wander in, but high enough that it doesn't smell like fish guts and desperation. The building is a sturdy, three-story stone structure reinforced with timber beams carved with the symbols of ancient adventuring companies: swords, runes, banners, beasts.

Above the arched double doors hangs a large iron gauntlet plated in alchemical gold, gripping a worn broadsword like a weathered champion’s trophy. Lanterns with ever-burning flames hang beside the entrance, casting a steady glow no matter the storm.


A notice board outside the front door constantly buzzes with guild postings—bounties, requests, lost pets, cursed heirlooms, and the occasional "will pay for monster parts."

Interior (Ground Floor):

As soon as you step inside, the smell hits you: oakwood polish, roasted meat, and old parchment. The common hall is wide and welcoming—flagstone floors, high rafters, and a central hearth flanked by long tables stained with ale and dragon’s blood.

  • To the left, a long bar staffed by a human woman with a sarcastic wit and an excellent memory for unfinished tabs.
  • To the right, a massive quest board dominates the wall, with quests divided into tiers:
    Bronze – Local errands
    Silver – Dangerous but manageable
    Crimson – Lethal, often magical or political
  • Beneath the board is the "Wall of the Fallen"—portraits and carved names of members who never returned. Some spots are blank, waiting to be filled.

Second Floor – Dormitories & Strategy Rooms:

The second floor is split between sleeping quarters for lower-ranked members (shared bunks, lots of snoring), and private planning rooms where adventurers meet with clients, plan heists, or negotiate how to split loot without throwing punches.

  • One room, “The Map Vault,” contains magical charts and old treasure maps under glass. It is guarded by a sentient door named Knockley, who only opens for registered guild members.
  • The private room “The Iron Table” is used for high-priority guild meetings and features walls lined with old magical weapons behind protective wards.

Third Floor – Guild Offices & Training Grounds:

Here reside the guildmaster, senior staff, and the combat instructor, who drills new recruits in a covered sparring yard. A small library and records hall offers information on monsters, ruins, and current political climates.

  • Guildmaster Darven Roeg, a retired half-orc paladin with a prosthetic arm made from adamantine, oversees all contracts and takes a keen interest in promising newcomers.
  • The training area includes dummies enchanted to mimic real combatants and an arena used for internal duels or friendly tournaments.


Special Features:

Show Spoiler
The Gauntlet Mark New members receive a magical stamp on their adventurer’s pass—a glowing gauntlet seal that verifies their membership at checkpoints, guildhalls, and across distant lands.

Vault of Writs: Contracts and oaths are stored in magically locked safes—only accessible by guild leadership or those written into the deal.

Teleportation CircleHidden in the basement, used in emergencies or high-priority missions.


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