Adventurers: Difference between revisions
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[[Open_guilds|Open Guilds]] | |||
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Latest revision as of 08:56, 13 June 2020
.--. .-. .-. : .; : : : .' `. : : .-' :.-..-. .--. ,-.,-.`. .'.-..-..--. .--. .--. .--. : :: :' .; :: `; :' '_.': ,. : : : : :; :: ..'' '_.': ..'`._-.' :_;:_;`.__.'`.__.'`.__.':_;:_; :_; `.__.':_; `.__.':_; `.__.' The Adventurers' Guild When a new denizen is entering the realm of Winterkill, or just decides to start a life of adventuring, questions may arise concerning where to go, what to do, how to proceed and something related. That's where the adventurer's guild comes into play. The adventurers' guild is a place for beginners to get aquainted with the basics of, well, adventuring. They are able to learn basic techniques and spells which are beneficial for the process. The central hall is located in Wintercity. The guild heartily accepts people with under 100M worth, from all possible races. There are guild branches scattered out to every major city, other than Wintercity, which already has the central hall. The other city branches are focused on different aspects of adventuring: Arkham - spellcasting Dragonscity - healing and survival Hollowkeep - physical combat Lorenport - alteration magic Snorhattar - protective magic