Eladre is a world without sprawling superpowers or global expansion. It is a world of independent islands, pocket kingdoms, and local stories. While some names are known, and many travel to spread their culture, none are as prolific as a single guild. One that has become as folktale, legend, and cultural icon.

The Hunter's Guild.
Glory awaits in the sea of clouds. Grasp the horizon with both hands!

The Hunter’s Guild is one of Eladre’s oldest guilds. Founded by a coalition of knight-errants during the Age of Chaos, the guild began as little more than an “odd jobs” group for honest-minded sellswords. In the Empire’s days, they became known for smuggling and resistance operations throughout outskirt regions. When the Empire fell, they provided relief against settlements targeted by the Fury. As those days passed, and the guild grew in fame and fortune, their purpose has become one of exploration.

Hunters are the titular, iconic adventurers of Eladre. Skyfarers with specialized skillsets; hunters travel from island to island, seek out fortune wherever they go, and fulfill a variety of odd jobs: Quests.

No matter one’s past or nature, the Hunter’s Guild welcomes with the promise of a new life.

Relics & Quests

Hunters operate on a gig-based trade: Quests. Odd jobs are verified by guild scouts and listed at the nearest Quest Board for hunters to register. Quests can entail various tasks: retrieving materials from the wilderness, investigating or solving unnatural problems, and hunting monsters.

Hunting is a dangerous trade. A hunter spends most of their time beyond a settlement.

Not Your Errand Boy

Hunters are not law enforcers or gophers. They are wilderness specialists. The only quests posted on their boards are ones which would be costly or difficult for the locals to handle.

Rewards are posted by the clients. While the typical reward is currency, other goods and services are just as acceptable. This is especially true of more rural and destitute settlements.

Relics are another venture of the Hunter’s Guild. They are cultural, historical, and inert technological artifacts, oft without any real purpose or function, for the purposes of preservation and display. Hunters procure them during their quests, or sometimes as a quest reward, and are paid for their delivery by the guild. Relics are procured with full permission of their respective cultures.

Artifact theft is a major violation of the guild’s policy.

The Last Breath is the greatest of all quests. A legendary treasure hunt, said to be at “the world’s end”, capable of granting any wish. Some explore and fulfill quests solely to pursue this grand venture. In recent years, many hunters are swept up by these dreams, chasing this impossible land.

The Hunter's Code

Hunters are expected to abide by the “Common Law” — that is, the laws of common sense and the local area. In addition, the Hunter’s Code covers these tenets, which all hunters must keep to:

  1. Do not interfere with the political or technological development of a settlement.
  2. Do not steal from, impersonate, sabotage, or otherwise harm other hunters.
  3. Do not intentionally (and consciously) awaken an Eikon or taint a creature with Corruption.

Guild Administration

The Hunter’s Guild operates out of highly advanced arkships. On a technological level, the guild functions at 5. Revolution, and their ships come with a number of facilities. These include (but are not limited to): shops, medbays, rent-a-vehicle, training dojos, and Frontier-scale quest boards.

Guild Headquarters

Kardia Teras is the guild’s headquarters. It is one of the largest arkships in the world.

Their internal workings are managed by the guild’s administration — a group plainly referred to as The Administration. Admins handle paperwork, services, and so forth. Scouts are the most relevant admin role for a hunter. Scouts verify local quests, catalog rare findings (for research or archival), and recruit prospective hunters. Most travel alone or, at most, with a partner.