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Organizations of Katarra

Adventurer Guilds

One Aspect · One Guild · A Reputation All Your Own

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Adventurers may belong to one Adventurer Guild. Guild membership is separate from the Adventurer Academy and represents the organization an Adventurer chooses to stand with, work for, and build a reputation within.

Each guild is aligned with one of the four Adventurer Aspects: Offensive, Defensive, Restoration, or Utility. Renown and Infamy are separate histories in Katarra, and the guilds below reflect very different reputations and philosophies.

Guilds of Renown

Respected paths
Offensive

The Crimson Vanguard

For Adventurers who meet danger head-on. The Vanguard is associated with decisive action, dangerous engagements, and taking the fight to threats before those threats can spread.

Defensive

The Last Bastion

Protectors who stand when others cannot. The Last Bastion values endurance, guardianship, holding the line, and placing oneself between danger and those who need protection.

Restoration

The White Lantern

Dedicated to rescue, recovery, preservation, and restoration. Its members are known for bringing people back from the edge and helping communities endure what would otherwise break them.

Utility

The Thousand Keys

Problem-solvers who believe every obstacle has an answer. Its members prize adaptability, ingenuity, access, discovery, and finding the solution others have overlooked.

Guilds of Infamy

Feared paths
Offensive

The Red Talon

A feared answer to the Offensive Aspect. The Red Talon is associated with ruthless contracts, dangerous targets, intimidation, and the belief that strength is sometimes the only argument the world understands.

Defensive

The Iron Chain

Protection without idealism. The Iron Chain will hold a position, guard a person, secure a road, or defend an interest with little concern for whether others believe the cause deserves defending.

Restoration

The Sanguine Hand

Restoration pursued beyond comfortable boundaries. Its reputation is tied to questionable methods, dangerous treatments, and a willingness to preserve life at costs other healers may refuse to pay.

Utility

The Veiled Cloak

Whispered about more often than openly discussed. The Cloaks are associated with infiltration, secrets, smuggling, information, sabotage, and reaching places where they were never invited.

Guild membership: an Adventurer may belong to one Adventurer Guild. Membership in the Adventurer Academy does not consume this guild membership.
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