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Gilded Hecat Guild

An adventuring guild based in the dragonborn kingdom of Bahamut. Founded by the former adventurer Kirby, the Guild attracts adventurers from all over Pescaliat seeking fame and fortune.   Bahamut's ambitious leader Jezean Hestheroth sought to make her kingdom a regional superpower in a post-Elflands world, and she believed that the creation of a prestigious adventuring guild in the nation's capital was a vital step towards an international reputation. Learning from the missteps of Rakka's Heroes, Jezean allowed for the creation of the GHG as a for-profit business, ensuring that her government wouldn't be held liable for any expensive maintenance fees or the loss of any talented adventurers.   In the decade since its founding, the members of the Gilded Hecat Guild amassed high-profile victories against cults like the The Ushers of Renewal. Its most veteran members have become celebrities on the continent, attracting more and more adventurers to achieve that same level of prestige. In 923 it merged with the Royal Knights Brigade, expanding the guild's influence into Liat and providing the guild with the expertise needed to organize large-scale adventures.


The guild hall in Dhyrlonis is a place for adventurers to relax and check on the latest quests. The building's accommodations are suited for the rugged traveler, but Kirby envisioned turning his guild hall into one of Bahamut's greatest taverns. The average traveler still prefers more modest and peaceful accommodations in Dhyrlonis, but the GHG HQ has become a rowdy place for strategizing and resting in between adventures.


Unlike more rigid organizations like the Royal Knights Brigade or The Shroud, the GHG's for-profit system means that it's less concerned about about the groups an adventurer worked for prior to joining. Double-agents and spies seeking to steal state secrets are punished appropriately under Bahamut law, but it's not unheard of for an adventurer to be connected to other factions in the region. After Kirby's resignation in the early 920's, the GHG has become more strict about its hiring practices and loyalty expected from its members, but some shady characters are still known to slip through the cracks even with the new loyalty oath inspired by the RKB.

Public Agenda

GHG adventurers are known to take a variety of jobs and wear a number of hats, but their responsibilites generally fall into several categories:
  • Hunting Monsters: traveling across the countryside and dealing with creatures threatening the stability of various villages and kingdoms
  • Assisting Communities: this can be everything from rescuing villagers from a magical disaster or taking care of refugees from a wartorn region, but many ambitious GHG adventurers start their careers as peacekeepers tending to Pescaliat's disadvantaged
  • Political Operations/Diplomacy: in rare cases GHG adventurers can be called on as neutral third parties to resolve political crises throughout the world. There's a precedence from both the RKB and Rakka's Heroes of adventurers making political decisions to resolve their adventuring goals, and for the GHG to ignore this responsibility would be to forfeit one of its most consequential powers. Adventurers must be thoroughly cleared and approved by GHG's leadership before they're allowed to act in a political matter, but once the review is complete the adventurer will have the full support and backing of their organization. 


Veteran Members Adventuring Teams Guild Leaders

Keep Your Friends Close and Your Bottles Closer

Founding Date
905, 4th Cycle
Guild, Adventuring
Alternative Names
Predecessor Organization
Subsidiary Organizations
Controlled Territories

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