setting · 2 min read
After Valor fell
The god is silent. The work is not. People on the shard still plant, still walk, still send for the Guild.
Valor is silent. There was a voice that kept small things in their places — wells that stayed wells, a winter that ended on schedule — and then it stopped. Not every well stayed a well after that. The Guild started posting work.
The Adventurers’ Guild didn’t replace Valor; it isn’t a church. It’s a hall that noticed the woodland hadn’t gone quiet and started writing the trouble down. A contract names a result, not a monster: a well gone thick, a trader with a clean puncture, a color spreading through a field. The creature is what a party finds when it arrives.
“Iron,” in Guild speech, means that wildlife — slimes, needlers, ember mites, worse — not a rank a company climbs. There’s no tier beyond a slime. There’s a week, a valley, and a farmstead downslope.
A party is three people the hall can spare: a fighter to hold a door, a cleric to keep them standing, a wizard to spend a slot from a clean lane. They aren’t chosen; they’re who’s available when the contract goes up.
Four of the Guild’s jobs play free in this browser. The full campaign — the hall, its board, a company that keeps its scars between jobs — is still being built.