The Adventurer Guild was the first guild founded after Humans reached Aeltharion. They built Kaapstad where they landed, on a coast where the land was rough and the wild lay close. Groups went out to map the surrounding country. The guild required each explorer to register so it could track who had left and reduce the chance of losing whole parties. Gnomes helped provide equipment from the start. In time, Adventurers helped settle the continent's eastern half.
The Kataxi wars
When Adventurers pushed into the central plateau, they met the Kataxi deep in the desert. The Mystics followed close behind, and misunderstandings between the two guilds deepened the conflict. The Kataxi stopped the Humans' advance. Elven intervention kept the empire from suffering an even worse defeat.
The conflict led to a century-long ban on the Adventurer Guild. Some cells took the name Nomad Guild to work around it. “The Nomads are coming” became a familiar warning, and rarely a friendly one.
Beyond the eastern frontier
Another part of the guild's history gets less attention: expeditions through the southern jungle, first contact with the Ithrax, and farther west, with the Wood Elves. Their old home lies in vast forests on the far side of the continent.
The guild in Lathmar
Adventurer Guilds have returned in many cities, and registration remains mandatory. About six years ago, Henry Barth became the Adventurer Guild Master in Lathmar. He led several expeditions to the Kataxi that improved mutual understanding. His travel books became standard reading for guild members who want to understand other peoples. In old age, he received the honorary title Master Nomad and took charge of the Lathmar guild.
Most newcomers to Lathmar begin as Adventurers and choose a specialty after training. The guild also coordinates expeditions into the mines and dungeons below the city. Adventurers learn quickly and accept every people, alignment, and play style. They may not be the strongest fighters or the cleverest thieves, but they can survive long enough to find another path. Every Lathmar legend starts here.
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