Factions
Adventurers Guild
A cross-border registry, contract guarantor and rescue service. What keeps it alive is not heroic stories but dull paperwork — who hired whom, whether the risk was stated, how many days a search runs.
- Cross-border
- Commissions
- Registry
The Guild does not treat adventuring as a romantic profession. It accepts that some people will walk into danger regardless, and makes sure those people at least have a name, a contract, and someone waiting for them.
What it claims
The seven lamps on the Guild crest stand for registration, payment, evidence, rescue, return, arbitration and record. Most branch halls carry the same line carved above the desk:
Those who do not return are still owed a settlement.
That promise is what separates the Guild from a private mercenary company.
It calls itself politically neutral, but only on professional rules: it will not decide for a client whether a war is just, and it reserves the right to refuse commissions that amount to killing civilians, recapturing escaped slaves, or looting a lawful settlement under the language of a subjugation.
Your relationship with it
The Guild is the first system faction you deal with and the longest-running one. Your adventurer rank is its registry. It also runs risk grading on stable entrances, return-point timing, and the phase certification that decides whether loot can leave a shattered space at all.
The contradiction at its centre
Rules written to protect adventurers are equally good at letting a local authority outsource risk and responsibility. A commission that is impeccably documented is sometimes impeccably documented precisely so that nobody has to show up in person.
Drawn from the KTM2 WorldDict. Only the public layer of each entry is published here.