Adventurer's Guild
locationA guild hall in Liscor where adventurers gather, accept quests, and turn in bounties.
This location serves as the setting for the climax of the chapter. Erin wanders into the guild by mistake, learning about its function from the receptionist Selys. The guild is filled with armed adventurers and becomes the site of a tense confrontation between Erin and an aggressive Gnoll, leading to her expulsion.
Mentioned as one of the places Erin has been kicked out of.
Often Appears With
View allQuotes
“What, the Mage’s Guild? You can’t read, Miss Human? Right, you don’t read Drake script. Are you looking for the Mage’s Guild? Runner’s Guild? Adventurer’s Guild? An inn to stay in? Stables? The Watch, maybe? I’m Drassi.”
“That’s quite alright. Not everyone needs to use an Adventurer’s Guild. Most never will, hopefully. If you’ve never needed any services, let me give you the basic explanation. Here you can let the Guild know about dangerous monsters in your area, post quests and offer rewards, or if you’re an adventurer yourself, you can go look at assignments or receive your reward.”
“This is the Adventurer’s Guild. That lot didn’t tip you off?”
“Uh, is this a store?”
+2 more quotes →“Kicked out of three shops. And two homes. And then the Adventurer’s Guild.”