ARUHLIAA WORLD ENTRUSTED TO ITS PEOPLE
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The living profession

Adventuring is fieldcraft.

A fighter defeats what is in front of them. An adventurer understands what happens because they were there.

Approved Wolfhaven guild reference poster

Rank, Recognition and threat

Guild rank, from F to S, records professional standing and reliability. Character level belongs to System Recognition and progression. Encounter Threat describes the danger of an encounter. These are distinct measures.

Endorsements recognize specific work: Dungeon Survey, Reagent Harvesting, Beast Tracking, Caravan Protection, Companion Handling, Field Medicine, Ruin Delving, Mana Ecology, Mountain Operations, Winter Operations, Aquatic Work and Rescue. Parties hire for relevant qualifications as well as combat ability.

Field examinations test judgment and practice: which organs can still be recovered, how to preserve a reagent, whether a hunt was lawful, or how to survey a dungeon and bring everyone home without attempting a clear.

“Unknown is a report.”

Guild boards carry warnings, sightings, closures, migration notices, bounties, surveys, harvest requests, escort calls, missing parties, route conditions and research requests. Returning travelers carry information as well as goods.

False field reports can kill the next party. Admitting that tracks are unidentified is useful data; inventing an answer is not. A dangerous animal following its normal ecology may call for a road closure or redirection rather than a kill contract.

The First Circuit

A widespread Western Marches rookie tradition brings a party through ordinary contracts, road camping, a harvest, civilian protection and an encounter they wisely choose not to fight. Retreat is a professional skill.

Other adventurers have their own jobs, injuries, promotions, debts, rivalries, families and plans. Guild halls and roads stay busy beyond any one party’s journey.

Explore the Western Marches

After the fight

Secure the area, check what the blood may attract, record the kill and preserve the harvest. Party agreements govern salvage. Never cut another adventurer’s kill without permission, take an identifiable trophy from a confirmed kill, or misrepresent Clean material as Prime.

Good harvesters build reputations with craftspeople and apothecaries. Guild seals, preservation and honest grading carry economic weight.

Mana Beast reagents and harvest grades

Companions are part of the party

Ask before touching a bonded companion. Do not feed one without knowing its diet or assume a small animal is harmless. Warn stablekeepers about incompatible prey and predator species.

Companioners assess suitability, help with party introductions, training, boarding, protective equipment and behavioral care. Field experience does not replace husbandry expertise.

Visit the Companioners

Dungeons spend mana

Creating, replacing, repairing and strengthening monsters, defenses and mechanisms costs dungeon mana. Reserves recover through ambient mana and success at the individual dungeon’s purpose. Family determines material lineage and mechanisms; purpose determines what counts as success.

Repeated clearing can leave thin defenses, slow replacements and unfinished repairs. A successful mana-rich dungeon can recover faster. This is resource behavior, not automatic scaling to the protagonist’s level.

Different purposes: Desired Depths / Craving Deep

This dungeon favors temptation, retention, surrender and prolonged occupancy over killing. A death can still leave residual mana, material and equipment, but is not its preferred primary success.

Dungeon families and systems

Dread Pressure

Dungeon-origin monsters exert supernatural dread on Level 0 people who lack a System anchor. Shaking, disrupted breathing, tunnel vision and flight or freeze reactions can suppress real training and strength.

Level 1 Recognition supplies the first anchor against that special suppression. It does not manufacture competence or erase ordinary fear. A newly Recognized adventurer can still face an overwhelming encounter.

“Feeding the dungeon”

A derogatory adventurer phrase for work so far beyond realistic capability that the expected result is another corpse. The literal origin is body + mana + loot: a dead delver may leave resources a dungeon can use according to its family and purpose.

The phrase extends to disastrously mismatched hunts, contracts and expeditions outside dungeons. It is not a formula comparing rank letters. Party, Skills, equipment, endorsements, terrain, knowledge, escape routes, experience and the objective determine whether a plan has a credible path to success.

“Double the bounty if you want. I’m not feeding the dungeon for somebody else’s purse.”

People, companies and what comes after

A “blade” can fight but may lack fieldcraft; a “paper build” has impressive Skills on record and poor judgment when plans fail. Verified field experience matters even when wealth supplies earlier tutors and equipment.

Returning parties have obligations to the dead: recover bodies when reasonably possible, protect personal effects, record the circumstances and notify the Guild. A branch’s Last Ledger remembers ordinary adventurers as well as famous ones.

Retirement brings instructors, appraisers, caravan masters, guides, innkeepers, wardens and professional harvesters. Adventuring Companies carry their own cultures and alumni networks. The Grand Conclave combines trade, research, recruitment, reunions, competition and remembrance.

Explore the guilds