Adventurer

✦ crossrealm

The path everyone starts on — test spells and size up fights before you commit to a full guild at level 5.

# join: Automatic — every character begins as an Adventurer and stays until choosing a full guild at level 5.

You begin here whether you meant to or not — this is the guild every new arrival wears before anything else. It’s less a calling than a proving ground, a place to get your bearings before deciding what you actually want to become.

Even at this early stage you’re not defenseless. You can weigh a monster’s danger before committing to a fight, so you’re not walking in blind against something that outclasses you. And you already have a taste of magic — a small bolt of force, a jolt of current, a burst of flame — enough to hint at what real spellcasting might feel like later.

None of it lasts. Once you reach level five, every full guild in the realms opens up to you, and whatever you picked up here becomes a memory rather than a toolkit. Where you go next is entirely up to you.

What you get

Who it suits

New players who haven’t settled on a direction yet, or anyone who wants a few levels of gentle experimentation with combat judgment and magic before settling into a permanent guild for good.