The Adventurer’s Guild was founded as part of the new emperor’s grand vision to bring Cormyr into a golden age, a bastion of order and hope following the rebellion that dethroned her corrupt father. Charged with protecting the realm, rooting out monsters, and defending its scattered communities, the guild promises glory and purpose to those who join its ranks. But the reality is far less noble.
The adventuring life is harsh, and those who take it up are often the poor, the desperate, or the naïve. For every hero who rises, countless others fall in obscurity, their lives short and brutal. Within the guild, survival breeds pragmatism, and many turn to greed and ruthlessness to make it through. Yet, in the shadow of this unflinching reality, a few carry the spark of something greater: the hope of shaping a brighter future.
Meanwhile, the empire itself teeters on the edge of transformation. To the north, the shadowy City of Shade wages its relentless campaign against the Phaerimm while staking claims in the desert, igniting conflicts with the nomadic Sand Lords. To the south, the city of Lavish, origin of a recently risen god, grows fat with trade wealth, many of the founding members of the guild originating from the city state.
In Banners of the Guilded Age, adventurers will try to rise above their circumstances and leave their mark on this age of change. Or, they may fall, like many have, just a forgotten casualty of this unforgiving era.