In the land of Argonia (not purposefully named for the land in Skyrim) the cities may be protected by the guards, but it is the adventurers that make the area between the cities safe enough for people to travel, and the areas around the cities safe enough for villages to exist.
You joined the Adventurers Guild within the last year, perhaps as little as two months ago, in order to become a certified adventurer, so that you could have the benefits of being an adventurer, whether it was the ability to travel without protection, the coin that you could earn, or any other reason.
The local Guild hall, as it is small, offers certification training in the following areas:
1) Warrior: Standard fighters that learn to use a variety of melee weapons. Usually use heavy armors.
2) Archer: A fighter which specializes in ranged weapons like bows and crossbows, though they have basic training with melee weapons as well. Usually wear light armors.
3) Skirmisher: A fighter which specializes in thrown weapons, though they have basic training in the use of spears in melee.
4) Crusader: Hybrid warrior/mage which uses both weapons and magic to smite the enemies of their god. Might use any armor.
5) Bard: A magic user that has come under some recent scrutiny, as some people argue that they aren't true adventurers. They use the power of magic mixed with the power of song, or in some cases other forms of art, to enchant others. Usually delegated to a support role, as they can improve the performance of their allies and harm the performance of their enemies.
6) Cleric: A magic user who is a devotee to a specific religion, they gain powers from their god or religious beliefs. The Guild only knows how to teach you to access those powers, they cannot give you powers. Development is personal and will develop based on the deity and how you serve them.
7) Shaman: A magic user that draws on nature to perform their art. This is also a personal experience, and development is dependent on your studies.
8) Wizard: A magic user who studies the nature of magic itself to try and unlock its secrets. Often develop slowly through pure study, but they can advance rapidly if another is willing to teach them or they find writings on a magical subject.
This is, hopefully, the day of your graduation. You have been assigned to one of the testing teams, Blue team, and will set out as a group to complete a mission. Unlike past class trips to mines or caves where you honed your combat abilities in battle against goblins or Kobolds, today you will only be accompanied by a former graduate, an old wizard who is hoping to earn his Advanced certification so that he can teach at the guildhall. This mission will be more difficult, and will require more than just combat prowess if you are to succeed the test and graduate.
The Guild accepts members of any intelligent race, though they must at least be adults, a minimum of sixteen for a human. There is no upper limit on age as long as you can pass the physical tests required for a member.
You joined the Adventurers Guild within the last year, perhaps as little as two months ago, in order to become a certified adventurer, so that you could have the benefits of being an adventurer, whether it was the ability to travel without protection, the coin that you could earn, or any other reason.
The local Guild hall, as it is small, offers certification training in the following areas:
1) Warrior: Standard fighters that learn to use a variety of melee weapons. Usually use heavy armors.
2) Archer: A fighter which specializes in ranged weapons like bows and crossbows, though they have basic training with melee weapons as well. Usually wear light armors.
3) Skirmisher: A fighter which specializes in thrown weapons, though they have basic training in the use of spears in melee.
4) Crusader: Hybrid warrior/mage which uses both weapons and magic to smite the enemies of their god. Might use any armor.
5) Bard: A magic user that has come under some recent scrutiny, as some people argue that they aren't true adventurers. They use the power of magic mixed with the power of song, or in some cases other forms of art, to enchant others. Usually delegated to a support role, as they can improve the performance of their allies and harm the performance of their enemies.
6) Cleric: A magic user who is a devotee to a specific religion, they gain powers from their god or religious beliefs. The Guild only knows how to teach you to access those powers, they cannot give you powers. Development is personal and will develop based on the deity and how you serve them.
7) Shaman: A magic user that draws on nature to perform their art. This is also a personal experience, and development is dependent on your studies.
8) Wizard: A magic user who studies the nature of magic itself to try and unlock its secrets. Often develop slowly through pure study, but they can advance rapidly if another is willing to teach them or they find writings on a magical subject.
This is, hopefully, the day of your graduation. You have been assigned to one of the testing teams, Blue team, and will set out as a group to complete a mission. Unlike past class trips to mines or caves where you honed your combat abilities in battle against goblins or Kobolds, today you will only be accompanied by a former graduate, an old wizard who is hoping to earn his Advanced certification so that he can teach at the guildhall. This mission will be more difficult, and will require more than just combat prowess if you are to succeed the test and graduate.
The Guild accepts members of any intelligent race, though they must at least be adults, a minimum of sixteen for a human. There is no upper limit on age as long as you can pass the physical tests required for a member.