After 15 years fighting the Spawn, you're ready to retire. You've been shot at by thousands of arrows, stabbed, slashed at, set on fire, electrocuted, petrified, mind-controlled; sometimes all at once! But it was that last arrow in the knee that did it for you; you decided that you'd had enough of this adventuring crap and it was time to settle down. You still have some of the loot you picked up over the years, although you did spend most of it on ale and whores, so you buy yourself a property and try to run it like any comfortable peasant would.
But you still have that itch, and the Spawn is still a threat even pushed back as it is now. Goblins, kobolds, orcs and other beasts still lurk in the edges of the countryside, and monsters can still be found in their dungeons. You may not be willing or able to go back out there and kill them yourself, but you reckon you can still profit from their deaths. You decide to start the first Guild for adventurers, ideally helping out young would-be slayers on their path to glory and taking a cut of the loot for yourself.
But first, a little housekeeping.
What is your name?
What sort of adventurer were you?
- A fighter: A warrior first and foremost, you favoured melee but were equally at home with ranged combat. You only touched magic insofar as your magic items were concerned, but when you were knee-deep in orcs it didn't make a difference.
- A wizard: You believed in channelling the power of the arcane energies that permeate the aether and wielding godlike spells for your own edification and the destruction of those who opposed you.
- A cleric: On behalf of your god and for wealth and glory you fought, weapon in hand and backed up by a wholly different line of spells to the pure wizard.
- A rogue: You were a thief, a trickster and a tomb raider. With nimble fingers, a cunning mind and the odd subtle knife to the back you were always willing to take the darker route to victory.
What sort of fame did you achieve?
- Glory: You fought on the side of the Light, opposing the Spawn at every turn and toppling those who sought to use it for their own ends. You ended up extremely popular with the people as a whole, and your Guild will initially attract those of a positive alignment.
- Infamy: You were one of the most notorious villains in the world, reviled and feared, and powerful enough to be above the admiration or contempt of those around you. The people hate you, but you will attract strong dark warriors instead to your Guild.
- Concealed: You fought in the shadows, a subtle whisper or knife in the politics of the world. Your deeds changed the face of kingdoms, but you will never receive accolades for your work. You don't have fame of either kind, but those in power know who you are, and you are more likely to get secretive or criminal adventurers at the start.
What property did you buy to retire on? Name it.
- A tavern: The classic, but with good reason. Adventurers love drinking, and there's always money to be made. You attract more adventurers and fame accumulates more quickly because of travelling minstrels.
- A ruined tower: She's a fixer-upper, but you did enough repairs to get her water-tight. The tower is extremely defensible, and constructing things like a dungeon will be much cheaper.
- A city mansion: Simply being in the city gives you access to lots of goods and services much more cheaply and easily. There are more equipment choices and you start with a well-stocked library courtesy of the former owner.
- A country estate: As lord of the manor you are on the lowest rung of nobility, and the estate provides a not insignificant income of its own in addition to your Guild dues.