Guild Posting - Party Assignments Enclosed
A Formal Notice from Corvan Drell
- Senior Aide to Guildmaster Theren Voss, Adventurers’ Guild
To all registered adventuring parties operating under current Guild charter,
In accordance with mutual agreements made between your sponsors and the Adventurers’ Guild, it is my duty to inform you that the entirety of your party’s Guild dues have been satisfied in full. These benefactors—though their identities remain undisclosed—have demonstrated considerable interest in your success and have committed both gold and goodwill to see you tested under our banner.
By their request and with Guild approval, each party has now been assigned a designated Guild Representative, who shall serve as your liaison and the final authority concerning the tasks placed before you.
You will be formally introduced to your Guild Representative upon your arrival at the Forest Inn. In the meantime, you are expected to establish contact with them through the communication channels available to you—primarily the magical message system some of you refer to as Discord—in order to confirm your party’s first assignment.
Let the following be understood and upheld by all parties bound under Guild seal:
Reporting of Magical Discoveries
At the conclusion of each sanctioned task, one representative from your party must report to your Guild Representative with a record of any permanent magical items obtained during the course of the adventure.
Temporary consumables such as potions, scrolls, and charges are not required to be listed. However, full transparency regarding permanent items is expected. This record is for the Guild's ledger only; you retain possession of the items in question. Truthful accounting may lead to commendation or reward, at your representative’s discretion.
On the Selection of Assigned Tasks
Each sponsor has submitted a unique set of three quests, prepared with your party’s capabilities and potential in mind.
Your party is one of three operating within a broader team. Each party must select one task from among the three—no task may be shared, and no task may be left unclaimed.
You may negotiate with the other parties within your team (and even your guild representative) to determine who shall undertake which assignment. Should your team fail to come to a mutual agreement, your Guild Representative will assign the tasks at their discretion,(and potential personal monetary gain) and their decision will be final.
You are encouraged to use reason, charm, and influence to pursue the task that most appeals to you—but once your assignment is set, it will not be altered.
Guild Law and Boundaries
To preserve the integrity of this endeavor, the following regulations are in full effect:
You may not leave your party to join another. Party composition is fixed as per Guild registry.
You may not undertake a quest assigned to another team. Tasks are unique to your sponsor and your team. To trespass upon another team’s assignment is to forfeit Guild sponsorship.
You may not interfere with another party’s quest. Assistance not requested is intrusion; obstruction is violation. Let each party face their trials as intended.
Breaches of Guild law will be met with sanction, up to and including expulsion from the Guild and nullification of any standing rewards. Do not violate the intent or word of these rules.
Concerning the Guild’s Presence at the Forest Inn
Concerning the Guild’s Presence at the Forest Inn
The Adventurers’ Guild has been granted temporary use of the Forest Inn for the duration of these campaigns, by the express invitation of its keeper, Einar…once a storied adventurer himself, now retired and serving as innkeeper.
As steward of the ancient door, Einar has given the Guild permission to make use of this powerful threshold, known by some as the door of Mannanan. This passage serves as the primary route to the tasks laid before you. No party may pass through the door without Einar’s explicit sanction. He alone governs its use.
While it bears no relevance to your current assignments, the Guild wishes to formally acknowledge the existence of certain mystical keys—forged in forgotten times and tied to the deeper workings of Mannanan’s door. Though only one such key is currently known to exist, Guild scholars believe that up to eighteen may remain scattered across the world.
It is said that the combinations of these keys—inserted in varying arrangements across the eighteen keyholes hidden within the door—may unlock a vast array of unknown passageways, perhaps even to realms beyond Elladra itself.
That said, such discoveries are vanishingly rare. In over two centuries, only one key has been recovered, during the aftermath of the Raven Queen’s War.
Should your party happen upon such a key, and it is delivered into the custody of Einar, a bounty of 5,000 gold coins shall be paid by the Guild. Einar alone is entrusted with verifying and reporting such a find.
Let this serve as knowledge, not as quest. These keys are not your mission.
Your Guild Representatives are stationed at or near the Inn. They are empowered to speak and act on behalf of the Guild Council. You are to trust and defer to their judgment.
Assigned Tasks for Each Team
Each team has received three distinct quests from their sponsor. Again, each party on your team must choose one and only one. These assignments are now available for review below:
You have until the final day of this month to resolve the distribution of these tasks among your team’s three parties. After that point, all unresolved assignments will be made by your Guild Representative without further deliberation.
Take heed. Take heart. Let your party be worthy of the trust placed in you.
Your sponsors are watching. The Guild is recording. And the road ahead awaits.
In service and in honor,
Corvan Drell
Senior Aide to Guildmaster Theren Voss
Adventurers’ Guild