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Adventurers

Have some fun, cause some chaos, and be the adventure.
-The Adventurer's Almanac

Adventurers are the daring souls who tread where armies dare not march. These survivalists, trackers, guides, explorers, magicians, healers, guardians, monster-hunters, and warriors-for-hire who carve their names into the bones of history. In the war-ravaged Union, where order teeters on the brink of collapse, these relentless seekers of fortune and truth venture into the unknown—whether to slay beasts, reclaim lost relics, or wrest secrets from the ruins of a forgotten age. Some are driven by duty, others by coin, and many by the simple, insatiable hunger for glory. Whatever their cause, they stand on the edge of civilization, pushing ever forward into the uncharted wilds of Aemaphia, where danger and destiny await.


Career

Qualifications

"Some seek gold, others seek glory, salvation, or eldritch understanding—most just want to carve their name into the world before it forgets them. Whatever the reason, to be an adventurer is to chase the impossible and dare the unknown, for Sabine favors only those bold enough to reach for it and Donin collects the rest."
-Adventurer’s Almanac

Becoming an adventurer is no simple feat, and the journey begins in adolescence for those with the talent, courage, or sheer stubbornness to survive the path ahead. Throughout the Union and greater Acarcia, community leaders—village elders, guildmasters, retired adventurers, and even town watch captains—keep a watchful eye on promising youths who display exceptional skill, discipline, or natural talent in combat, magic, or cunning. Those deemed worthy are nominated for induction into a Guild Academy, where they are given the opportunity to train under experienced instructors and prove themselves capable of surviving the harsh realities of an adventurer’s life. Not all who are chosen accept the call, for the life of an adventurer is perilous, and few return unscathed. Yet for many, the promise of freedom, fortune, and renown is too great to ignore, and so they leave their homes behind to seek their destiny within the Guild.

Once accepted into a Guild Academy, recruits begin rigorous training tailored to their natural aptitudes. Those with strength and endurance are molded into Brawlers, learning the art of melee combat, weapon mastery, and battlefield tactics. Apprentices who display an affinity for mageia become Magi, studying under seasoned spellcasters to harness magic, control its destructive potential, and unlock the deeper mysteries of the craft. Meanwhile, those with a knack for agility, deception, or unconventional warfare are trained as Scoundrels, specializing in stealth, trickery, and precision strikes. Each discipline provides a foundation upon which recruits build their careers, pushing them to hone their bodies, minds, and skills until they are ready to step beyond the training grounds and into the dangerous world of true adventuring.

Upon completing their training, recruits undergo a final trial to prove their readiness. Those who pass are officially granted the rank of Novice Adventurer, marking their entry into the Guild as full-fledged members. At this stage, they select their Class based on the path they pursued during their training—brawlers may become Berserkers or Templars; magi may choose to be Sorcerers, Wizards, or Warlocks; and scoundrels may take on the mantle of Rogues, Hunters, or Bards. With their class chosen and their first official contracts awaiting them, these freshly minted adventurers embark on their careers as heroes-for-hire, setting out from the Guildhall to seek glory, wealth, and a name that will be remembered for generations to come.


Career Progression

"You're a second level templar, what are you doing in this dungeon?! This is third tier encounter, kid. Do you have a death wish or are you just not familiar with how ranks work?!
-A Frustrated Veteran Adventurer

An adventurer’s career is structured around a ranking system known as Levels and Tiers, serving as a measure of experience, competence, and overall power. Throughout their journey, an adventurer can earn up to twenty-four levels, which are further divided into six tiers. These ranks are not just a reflection of skill but also play a crucial role in determining an adventurer’s pay, Guild dues, and the benefits they receive within the Adventurer’s Guild. Higher-ranked adventurers gain access to better quests, higher rewards, and greater prestige, while lower-ranked adventurers must prove themselves through rigorous trials and missions. This system helps maintain order within the Guild, ensuring that only the most qualified adventurers take on the most dangerous and demanding tasks.
Contrary to common belief, an adventurer’s level is not a permanent status. While active adventurers steadily climb the ranks through experience and achievement, those who become inactive or retire will have their overall rank reassessed should they choose to return to service. This ensures that an adventurer’s skills remain sharp and relevant to their standing within the Guild. A warrior who has not swung a sword in years or a mage whose spells have grown rusty cannot expect to return at their previous rank without proving their abilities once more. This dynamic ranking system not only maintains the integrity of the Guild but also motivates adventurers to remain active, continually honing their skills to keep their hard-earned status and privileges.

Operations

Tools

"Oil your armor, sharpen your steel, and reinforce your straps before every journey—because the only thing worse than facing a monster is doing so with a broken buckle and a dull sword."
-The Adventurer’s Almanac

Tools are the cornerstone of daily adventuring, with each item serving a specific purpose in the varied and often perilous tasks adventurers face. Weapons and armor are the most obvious tools—vital for survival in combat and defense against the countless dangers of Aemaphia. Yet beyond the blade and shield, adventurers rely on an array of basic equipment that ensures their readiness for anything the wilderness or dungeons may throw their way. Items like a backpack, a sturdy waterskin, and rations are as essential as any weapon, providing the adventurer with sustenance, mobility, and the means to survive during long journeys or in hostile environments. The Adventurer’s Almanac, too, is an indispensable tool, offering detailed maps, survival strategies, and the knowledge needed to understand the world and its creatures. Whether it’s navigating a treacherous terrain, setting traps, or interpreting a cryptic clue in a forgotten ruin, the right tool makes all the difference, and an adventurer’s success often hinges on their ability to choose, maintain, and wisely use the gear at their disposal.

The Adventurer's Almanac

The Adventurer's Almanac is a comprehensive guidebook regarded as an essential resource for members of the Adventurer’s Guild and aspiring heroes alike. Celebrated for its practical advice and in-depth analysis, this revered tome offers detailed strategies for navigating perilous dungeons, understanding the ecologies and behaviors of common monsters, and mastering the myriad skills required to survive the hazardous profession of adventuring. First published by the Guild’s foremost scholars and seasoned explorers, the Adventurer’s Almanac combines centuries of accumulated wisdom with firsthand accounts from legendary adventurers. Its pages are filled with survival tips, combat tactics, and lore that have become indispensable to those seeking glory, treasure, or simply a way to return home unscathed.

First published over four centuries ago, the Adventurer’s Almanac began as a modest collection of notes and strategies compiled by the Adventurer’s Guild’s early members. Initially focused on regional threats and localized dungeon maps, the tome quickly gained widespread acclaim for its practical guidance and became a cornerstone for adventurers seeking to navigate the increasingly perilous landscape of the era. Early editions were hand-scribed and rare, available only to guild members in major cities. However, as the reputation of the Almanac grew, efforts were made to expand its reach. The advent of enchanted printing presses in the Golden Age of the Empire allowed for mass production, making the Almanac a widely accessible and indispensable resource across the realm. Each edition included updates on new threats, revised survival techniques, and firsthand accounts from legendary adventurers of the time.

In addition to its core content, the Adventurer’s Almanac is often bundled with supplemental texts, including the Bestiary Monstrum—an exhaustive catalog of the creatures and horrors that roam Aemaphia, complete with behavioral studies and combat strategies—and the Atlas Aemaphia, an ever-expanding compilation of maps detailing both the known and unexplored regions of the world. Together, these works form the foundation of an adventurer’s education, equipping them with the knowledge necessary to face the dangers lurking beyond civilization. Though the Adventurer’s Almanac has changed with the times, it remains a steadfast companion to all who dare to tread the path of legend.


Adventure Gear

Adventurers are rigorously trained to maintain a core set of basic equipment known as Adventure Gear, ensuring they are prepared for whatever dangers lie ahead. This essential kit includes a Backpack, Bedroll, Crowbar, at least two Flasks of Oil, sixteen days' worth of Rations, some Rope, a Tinderbox, at least ten Torches, and a durable Waterskin, all of which collectively cost around 50 silver pieces. These items are the backbone of an adventurer’s survival, essential for navigating the wilderness, securing temporary shelter, and dealing with the myriad obstacles and threats that are part and parcel of the job.

In addition to the basic Adventure Gear, Guildhalls also provide access to more specialized tools and equipment, such as Artisan’s Tools, Instruments, and Expert's Kits. Adventurers can find mundane armor, weapons, and potions, but when it comes to more specific needs—whether it’s the right tool for a particular craft or a rare item for a quest—Guildhalls often serve as a convenient one-stop shop. Maintaining this equipment is critical, as failing to keep gear in top condition can mean the difference between life and death when facing the wilds, dungeons, or the unknown horrors lurking within Aemaphia.


Weapons and Armors

Weapons and armor are the lifeblood of any adventurer, essential tools that not only provide protection but define the adventurer’s role in combat. A well-maintained weapon can turn the tide of battle, whether it’s a trusty sword, a well-crafted bow, or an enchanted staff, each chosen for its ability to deal with specific threats in the ever-changing landscape of Aemaphia. But a weapon is only as effective as the hand that wields it, and a poorly maintained or ill-suited blade can spell disaster. Adventurers often rely on their weapons to keep them safe, whether that means hacking through a swarm of monsters, defending an ally, or striking down a dangerous foe. The importance of constant care and attention cannot be overstated—dull blades, broken bows, or cracked shields are useless when the battle calls.

Equally critical is an adventurer's armor, which serves not only as protection from physical harm but as a symbol of their resilience. While armor types vary widely based on the adventurer’s profession and personal preference, it is always tailored to balance mobility with defense. Heavier armor offers more protection but hinders movement, while lighter armor offers greater agility at the cost of vulnerability. Regardless of the type, a suit of armor is an adventurer’s first line of defense against the myriad dangers that lie in wait—beasts with claws and fangs, enchanted traps, and the cold steel of rival mercenaries. Properly fitted, maintained, and upgraded, armor is more than just a necessity; it becomes a second skin, essential for surviving the chaotic and deadly world outside the Guildhall.

Weapon Families

As part of their combat training, adventurers categorize weapons into groups known as Weapon Families, allowing for a more adaptable and efficient mastery of arms. These families are based on shared characteristics in form, function, and technique, ensuring that an adventurer trained in one weapon can easily transition to another within the same group. For example, the Axe Weapon Family includes handaxes, battle axes, and great axes, each varying in size and weight but all relying on similar striking motions and handling techniques. This structured approach to training ensures that adventurers are never left defenseless, even if their preferred weapon is lost or broken in the heat of battle. By mastering an entire weapon family, an adventurer can confidently wield any weapon within that group, granting them versatility in combat and the ability to adapt to different foes and situations without hesitation.

  • Each item within a specific weapon family has shared unique qualities, weapon mastery attributes, and options associated with them.
  • Each family typically organizes themselves as one Light, one One-Handed, and one Heavy weapon.
  • Several ranged weapon families such as the Thrown Weapon Family, as well as families of Two-Handed exclusive weapons such as the Polearm Weapon Family are instead organized by damaged type.
Enchanted Arsenal

Magic weapons and armor hold a revered status among veteran adventurers, prized for their rarity, potency, and the overwhelming cost required to either manufacture or purchase them. These extraordinary items are forged through arcane rites, often by master artisans or ancient, secretive orders, and imbued with powerful enchantments that can turn the tide of even the most impossible battles. A weapon with magical properties can cut through the toughest of beasts, deal elemental damage, or even return to its owner when thrown, while enchanted armor offers protection against spells, curses, or the raw force of nature itself. However, their power comes with a steep price—not only in coin but in the danger they pose to the wielder. The magic within these items is volatile and can turn against the adventurer if not handled with the utmost care. An enchanted blade might thirst for blood uncontrollably, while armor imbued with forbidden magic could attract dark forces or cause the wearer to lose control of their own will. Such items are as dangerous as they are invaluable, and many seasoned adventurers will only wield them after years of experience and a deep understanding of the risks involved.


Workplace

"A wise adventurer treats their tent like a second home—because in the wilds of Aemaphia, it’s often the only thing standing between a good night’s rest and becoming something else's midnight snack."
-The Adventurer’s Almanac

An adventurer’s workplace is as unpredictable as the job itself—one day, it’s the warm hearth of a bustling Guildhall, where contracts are signed over flagons of ale; the next, it’s the untamed wilderness, where every snapped twig could mean predator or prey. Some assignments lead to the chaos of a surging battlefield, blades clashing under banners both noble and damned, while others demand a descent into the inky depths of trap-laden dungeons, where ancient evils stir in the dark. And then there are the monster lairs—the final strongholds of Aemaphia’s nightmares—where only the bold or the foolish tread, knowing that glory, fortune, or grisly death await just beyond the threshold.


Guildhalls

It is beyond dispute that the heart of the community is the alehouse. However, the vast majority of taverns, pubs, and inns in Acarcia are not state-run or independently owned, but are extensions of the Adventurer's Guild. All are welcome at these establishments, known as Guildhalls, but licensed adventurers have access to several benefits unique to them and their profession at these Guildhalls. Every minor settlements or trade hubs throughout Acarcia are likely to possesses an official Guildhall. Or, in situations where that is not possible, they will have a third-party affiliate serving as a proxy.
Adventurers in good standing with the Guild can find free lodging, hot meals, strong drink, and sanctioned work within these Guildhalls. This is because the local community knows to come to the Guildhall with any and every “adventurer-type problems” that may creep up. The Guild will almost always accept the call to help, known it the business as a Quest for a nominal fee to be determined upon compilation of the task. In the majority of the situations, this fee is the carcass of the monster, any non-essential loot discovered, or any coin offered as incentive by the Questgiver.
Guildhalls are almost always managed by senior “semi-retired” guild members. Hallmastership is an award granted to those guild members who dedicated a minimum of fifteen years of service to the Guild. One unspoken obligation of Hallmaster is to defend the Guildhall against any threat and assist any guild member in the direct defense of the Guildhall, regardless of personal conflicts.

As the majority of business conducted within Guildhalls are the providing of free services, they are primarily financed by the distribution of collective guild dues. Supplemental funding is provided by the local community that recognizes the value of having a dedicated “fortress” of battle-hardened adventurers on call. Even in communities too small to justify a Guildhall, or in the parts of Aemaphia unfriendly to the Adventurer’s Guild, desperate or bold adventurers will usually still congregate in the local watering hole looking to exploit the desire to congregate.
This is why so many Campaigns, another guild term for the period of time it takes to complete a quest or series of quests, often start in a tavern. It's just where adventurers hang out waiting for their next gig.
This also explains why communities of a moderate size will often also have a Wizard's Tower, Artificer's Factory, Hunter's Lodge, and Rogue's Lair. Specialized accommodations for specific classes and professions are common in the ever-expanding world of private business interests.

Alternative Lodgings

The various religions of Aempahia offer a rival service to the Adventurer's Guild, as most of the faiths find the idea of profiting off of the misery created by monsters repugnant. Any place of worship offers lodging and meals to their faithful and the downtrodden. Furthermore, if they have a Cleric or Templar available, they will call upon them to answer the Quest. The Eightfold Faith, the Creed, the Words of Wisdom, and the Old Ways are particularly well known for harboring those who will assist in daring acts of adventuring and monster-slaying.

Of course, non-guild affiliates taverns, inns or pubs may have very different or even out-right hostile policies toward adventurers. Some may refuse service altogether. Others may charge double their standard ledger, as adventurers exploit the misery of others. Others still may offer free services for “off the books” labor. Within the borders of the Union or its far flung colonies, in addition to public houses, the Adventurer’s Guild has Traveller’s Inns strategically located along imperial roads every twenty-four miles. This, according to the Imperial Bureau of Transportation, was the average estimated distance a person could reasonably walk in a single day.
A Traveller’s Inn is a walled single-entrance compound with a large dining hall, stables, a communal inn, smaller private cabins, and a courtyard for caravans, wagons, or other parcels. Designed to provide protection from brigand and boggards or shelter for inclement weather, the Traveller’s Inn can also double as a military garrison during times of regional conflict.

Outside of the Union, or in more rural reaches of the continent, travelers can invoke Sabine’s Welcome, a well-known rite of hospitality practice throughout Acarcia. Sabine’s Welcome requires faithful of the Eightfold Faith to host travelers in their homes if they are in need. Such an act of generosity brings good fortune to the host, while refusing the pilgrim can cause a divine curse to fall upon your household.


Provided Services

"A shrewd adventurer listens twice before speaking once—civilians may not know the weight of the task they offer, but their coin, fear, or desperation will tell you everything you need to know."
-The Adventurer’s Almanac

Adventurers offer a wide range of services tailored to the dangers and demands of Aemaphia, acting as monster hunters, relic seekers, bodyguards, mercenaries, and problem-solvers for hire. They slay beasts that threaten villages, delve into ancient ruins to recover lost artifacts, escort merchants through treacherous territories, and track down criminals or missing persons. Some specialize in arcane investigations, others in brute-force warfare, while many simply take whatever work pays best. Whether the task requires steel, spells, or sheer audacity, if the coin is right—or the cause is compelling—an adventurer will answer the call.


Quests

A Quest, in the simplest terms, is a task issued to adventurers that requires skill, bravery, and a healthy disregard for personal safety. These assignments range from slaying beasts and retrieving lost artifacts to escorting caravans and uncovering long-buried secrets. While many Quests are issued through official Guildhalls, where they are vetted, categorized, and assigned appropriate difficulty ratings, others arise from desperate civilians seeking immediate aid. Some Quests are quick and simple—a single day's work with a clear reward—while others evolve into sprawling Campaigns, dragging adventurers across Aemaphia in pursuit of glory, riches, or the unraveling of dark conspiracies.
Civilians in need of an adventurer’s services have several options for enlisting help. The most reliable method is to visit the nearest Guildhall and submit a formal Quest request, detailing the nature of the problem, the urgency, and any potential rewards. A nominal fee is required to register the Quest, though in many cases, payment can be made through barter—monster carcasses, recovered loot, or any coin incentives the Questgiver can offer. In smaller communities without an official Guildhall, hopeful petitioners often turn to the local tavern, where independent or unaffiliated adventurers gather, eager for work. While these arrangements are less structured and more prone to personal negotiation, the end result is often the same—an adventurer takes up the task, setting forth to confront whatever danger, mystery, or madness awaits.

Campaign

A Campaign is more than just a single Quest—it is a prolonged endeavor, a series of interconnected missions that unfold over weeks, months, or even years, shaping the fate of adventurers and the world around them. Unlike one-off assignments, a Campaign often involves deeper mysteries, greater dangers, and evolving challenges that require strategy, perseverance, and sometimes, uneasy alliances. Some begin with a simple contract—slay a beast, recover an artifact—only to spiral into a tangled web of intrigue, revealing forgotten histories, hidden adversaries, or looming threats far greater than anticipated. Whether it’s the reclamation of a ruined kingdom, the unmasking of a sinister cabal, or a desperate war against an ancient foe, a Campaign tests not just an adventurer’s skill, but their endurance, wit, and resolve. Many seek such grand undertakings for the promise of legendary fame or fortune—yet not all who embark on a Campaign live to see its conclusion.


Dangers & Hazards

"When you're struggling to recover from mummy rot in the middle of an uncharted desert with a pack full of plunder, a shattered weapon, no rations and a gnawing stomach, remember what your trainer always said—it ain't easy having this much fun."
-The Adventurer's Almanac

The greatest and most common hazard facing adventurers is death, which can come in countless forms. Whether it's being impaled or crushed by a hidden trap, falling victim to the venom of a deadly plant or strange fungi, succumbing to exhaustion or the relentless forces of nature, or meeting a far grislier fate—disintegration by a stray spell, petrification for centuries in unyielding stone, a brutal end at the hands of ruthless brigands, or simply being torn apart and devoured by a ravenous monster—danger is an ever-present companion on the adventurer’s path.

Alternative Names
Profitentur Casus (Imperial), PC (Vulgar)
Demand
Vital
Famous in the Field
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