Adventurers' Guild
Adventura Realms Guild seal

The Adventurers' Guildof the Realm of Adventura

The Guild keeps no banner of its own. We register those willing to walk into the five zones and we send them where they are needed. Whatever you came to find — coin, kin, or a cause — it begins with your name in the ledger.

Before the ledger — the making of the realm

Five Dragons, one experiment

Adventura was no ordinary world. Five Elemental Dragons had made countless realms, each weighted toward one element. Adventura was the experiment Magic had always wanted: all five pouring their full power into a single creation at once.

Air

Realms of great heights, where flying species rise.

Earth

Rocky, mineral-rich and harsh — only tough things endure.

Fire

Chaotic energy and scorched waste; little lives unaided.

Water

Worlds beneath the surface, teeming with deep-dwellers.

Magic

The fantastical realms — and the one who proposed Adventura.

The five gave everything at once, and the backlash left them at once empty and overfull of one another's power. The Dragons withdrew into Adventura's core to regenerate — and sleep there still. Faith is said to speed their healing, which may be why so many are born with the Elementalist gift. Later, Geomancers and Arcane Scientists arrived through a gate focused into a 7,777-sided shape; the Geomancers made the Lorcaun and raised temples on the leylines, and the Scientists made the Zir as their final work.

The Guild's territories

Five zones, one ledger

Adventurers post out to any of the five zones. Each is its own country with its own peoples, powers and trouble.

Foraysha

The Free Highlands

Green highlands laced with more overlapping leylines than any other zone — which is why the Geomancers focused their work here. Home of the resistance the Foraysha Freedom Fighters are named for, and the original home thought to hold all Lorcaun.

Huraoken

The Occupied Reach

Ruled by the Oni on the backs of the enslaved. The Oni and the tiny tool-using Umeki were already here before the Lorcaun were created; humans appeared here later. A hard zone, and the one the resistance most wants to free.

Ryn'Quay

The Wilds

Untamed country where Lorcaun ecotypes adapt to a harsher land alongside the Shalishad, Vydyen and Yoz-Ved. Survival here is its own discipline.

Sabi-Thra

The Crucible

The harsh southern reach the Arcane Scientists made their own — origin of the Suneki and Shalinaum, and the seat of the Zir, who hold the last functioning Research Laboratory and build their capital here.

Mia'Reac

The Northern Republic

The northern Republic of Humans, who speak Hu'Vox and govern themselves apart from the Oni reach. The farthest north of the known zones.

The census

The peoples of Adventura

Fifteen registered peoples walk the realm. Filter by home zone; every entry shows what the Guild records — size, stride, sight, and the gift that marks them. Full rules live on the character sheet.

Human (Huraoken)

Huraoken
Size
7
Land
7 sq
Vision
Normal
Attr
Signature Fortune's Favour

Human (Republic)

Mia'Reac
Size
7
Land
7 sq
Vision
Normal
Attr
Signature Fortune's Favour

Oni

Huraoken
Size
14
Land
6 sq
Vision
Only Bright
Attr
CON +1, STR +1
Signature Bulky Build

Kitsune

Huraoken
Size
7
Land
7 sq
Vision
Low-Light
Attr
CHA +1, INT +1
Signature Shape Change

Dweh'Neh

Foraysha
Size
6
Land
6 sq
Vision
Heat
Attr
CON +1, INT +1
Signature Hearty Traveler

Umeki

Huraoken
Size
4
Land
6 sq
Vision
Low-Light, Heat
Attr
DEX +1, WIS +1
Signature Reptilian Reflexes

Vol'Arae

Foraysha
Size
9
Land
5 sq
Vision
Only Bright
Attr
CHA +1, DEX +1
Signature Wing Gust

Shalishad

Ryn'Quay
Size
5
Land
10 sq
Vision
Bright
Attr
DEX +1
Signature Nimble Footing

Shalinaum

Sabi-Thra
Size
5
Land
10 sq
Vision
Bright
Attr
DEX +1
Signature Nimble Footing

Vydyen

Ryn'Quay
Size
8
Land
6 sq
Vision
Sonic
Attr
INT +1
Signature Cold Composition

Yoz-Ved

Ryn'Quay
Size
6
Land
5 sq
Vision
Heat
Attr
CON +1, WIS +1
Signature Thick Fur

Kavetro

Sabi-Thra
Size
21
Land
5 sq
Vision
Low-Light
Attr
CON +1, STR +1
Signature Crustacean Build

Suneki

Sabi-Thra
Size
4
Land
6 sq
Vision
Low-Light, Heat
Attr
CON +1, DEX +1
Signature Reptilian Reflexes

Zir

Sabi-Thra
Size
7
Land
7 sq
Vision
Sonic
Attr
Signature Minor Regeneration

Lorcaun

All Zones
Size
9
Land
7 sq
Vision
Low-Light
Attr
WIS +1
Signature Long Limbs

One people, many faces

The Lorcaun, zone by zone

The Lorcaun census entry covers the people as a whole — but nine distinct ecotypes have adapted to nine different corners of the realm, each carrying its home zone in its shape.

Foraysha

Feh-Rin +1 CON

Sturdy builds, thick fur. Bears, gorillas, mountain animals. Somber and stern. Northern mountainous forests.

Naydirum +1 INT

Bark/leaf patterned skin. Browns to autumnal golds. Artistic and intellectual. Central deciduous forests.

Stoffium +1 DEX

Deep blue/green scales, ridge crests, slender tails. Aqua farmers of crustaceans and kelp. Easy going. West coastal estuaries.

Tolthaen +1 STR

Antlers, horns, fangs or tusks. Short dense brown/red fur. Assertive and direct. Dense forest underbrush.

Vol'Kna +1 CHA

Brightly feathered, bird/raptor features. Fun loving and whimsical. Southern tropical jungles.

Ryn'Quay

Beonam +1 STR

Grey/white fur, fang-filled mouths. Arctic foxes, leopards, polar bears, wolves. Territorial. Land Speed 9 sq. Hate the Republic of Humans.

Epulguom +1 CON

Black and white oily feathers, penguin/puffin-like. Many enslaved by Republic of Humans. Swim 5 sq. Northern coast.

Sabi-Thra

Teke-Shea +1 DEX

Nimble predatory cats, glowing eyes, long tails. Expert smiths and jewel crafters. Climb 5 sq. Rocky western Sabi-Thra.

Met-Tren +1 WIS

Thick feathers, scaly legs, Flamingo/Moa-like. Many enslaved by the Zir. Land Speed 9 sq. Eastern Sabi-Thra estuaries.

Twenty-five disciplines · five archetypes

Choose how you fight

Every adventurer follows a discipline. They sort into five archetypes — pick the one that fits how you mean to meet the world.

Arcane

Shape reality through learned magic — light, illusion, raw spellcraft.

  • BeguilerDEX

    Masters of light manipulation and silent spellcasting.

  • EnchanterWIS

    The most spiritual of the Arcane classes, forging a bond with a summoned spirit.

  • Spell SmithINT

    Skilled craftspeople combining Artisan ability with Arcane Glyphs.

  • TroubadourCHA

    Arcane spellcasters who channel magic through sound — tone, pitch, and frequency — sustaining spells across rounds.

  • WizardINT

    Wizards view the world through equations, using Arcane Matrices as focusing elements for spells.

Divine

Channel faith and the natural order into protection, healing and wrath.

  • DruidWIS

    Spiritually connected to the natural world.

  • ElementalistINT

    Worshipers of the Divine Elemental Dragons who become conduits of elemental power; extremely diverse in role.

  • ProtectorSTR

    Granted divine power to defend others and their ideals of faith.

  • ShamanCHA

    Ancestor-faith casters with the widest array of restorative spells; their Shamanic Aura radiates to allies.

  • Wild SoulSTR

    They share a portion of their soul with a totem animal, transforming it into a magical Warder.

Melee

Close the distance and end it with steel, fury or discipline.

  • Beast TamerCHA

    Martial wilderness masters and animal training specialists.

  • BerserkerSTR

    Fierce fighters who draw on their inner fire to become devastating, resilient attackers.

  • NinjaDEX

    Skilled Stealth users known for their infiltration abilities and poison crafting.

  • SkirmisherDEX

    Twin-weapon hit-and-run combatants who move in and overwhelm foes with a flurry of attacks.

  • WarriorWIS

    Experienced with every kind of weapon; instincts and tactical knowledge make them natural leaders.

Psionic

Turn the mind into the weapon — and the shield.

  • BlademindWIS

    They focus their aura into a single point with both hands, forging a quasi-physical Mental Weapon.

  • MakerINT

    Mind into matter is the motto of Makers.

  • MonkDEX

    By training body and mind to unlock their Psionic potential, Monks master unarmed and weapon combat alike.

  • TelepathCHA

    Masters of mental manipulation, Telepaths use their aura and force of personality to alter the world around them.

  • TransferistCON

    Aura powered energy manipulators, Transferists can extract Health from enemies into themselves or allies.

Ranged

Control the field from a distance with bow, blade and alchemy.

  • Ambush ArtistWIS

    Masters of battlefield manipulation, Ambush Artists are tactical trap experts.

  • BowmanDEX

    Bowmen distinguish themselves as the Ranged class with the greatest reach.

  • DervishDEX

    Dervishes specialize in an ambidextrous throwing style suited towards guerilla fighting.

  • KhemisterINT

    Alchemic masterminds who brew amazing concoctions with the aid of their Katalytic Khimera.

  • ThrowerSTR

    The burliest of Ranged classes, Throwers' name is truly literal.

The divide that shapes the realm

Balance against supremacy

Two visions pull at Adventura. The Guild takes no side — but every adventurer will feel the weight of both.

The Lorcaun

Keepers of the balance

The most diverse and widespread people of the realm, made by the Geomancers and spread to every zone. Each ecotype adapts to its biome, but all share one conviction: that harmony can exist between every species — though they are not naïve about the urge to expand.

"Maintain the balance of the natural world."

versus

The Zir

The self-made supremacy

The Arcane Scientists' final creation, certain they are the realm's pinnacle. They hold the last working Research Laboratory and breed gobblies and monsters in pursuit of a higher percentage of completion — a legacy relic scans every Zir before adolescence and ranks them by it. The current ruler, the Evil Empressor Elyk the Draconian, boasts the highest ever recorded: 97%. Player Zir are escaped outcasts from the bottom of that ranking.

"Once we are complete, our supremacy will be known across all the Zones."

Read their own record →

How the realm is played

The d20 at the heart of it

Adventura Realms runs on one clean spine. Learn these four ideas and you can sit at any table.

The Roll

Attribute Modifier + Rank + Combat Level + d20, measured against a Target Number. One mechanic for nearly everything.

Two kinds of power

Constants are always on. Expendables cost a use — the bigger the effect, the more limited the uses.

Three defences

Dodge, Resolve and Toughness. Every attack tests one of them, so no single stat keeps you safe.

Tiered growth

Species and disciplines unlock powers at set tiers as your Combat Level climbs — your sheet tracks it for you.

ATT Mod + Rank + CL + d20  vs.  Target Number