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  • Design Log
  • News & Updates
  • PC Gaming
    • Guild Info >
      • Guild Charter
      • Guild History
      • Roleplay Policy
    • New World >
      • Iron Circle
    • World of Warcraft >
      • dice system
      • Recruitment
    • Game Servers >
      • Valheim
  • Tabletop Gaming
    • MORTIS >
      • Campaign Info >
        • Campaign Primer
        • Living Campaign
      • Mortis Setting >
        • World Lore
        • Timeline
        • Language & Names
        • Races of Mortis
      • Mortis Basic
      • Mortis Advanced
      • Mortis Conversions >
        • Mortis 5e
        • Mortis AGE
    • Infinite Darkness
  • Community
    • Social Contract
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THE BASTARDS GUILD - ADVENTURING COMPANY

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You are a member of the Bastards Guild, an adventuring company established by men and women who have been displaced, overlooked, and abandoned in a world that is so self-involved that it can’t recognize that it’s withering from the inside out. Barbarity, savagery, cunning, and a powerful sword arm are the sole elements that a person can count on to get them through the day. The ochre sun sets on Talvara, a fragmented world enshrined in gloom and fell secrets. Demons, ghouls, shadows, and monsters haunt the surrounding countryside. Men murder and wage war over malignant, foul lands. Gods no longer acknowledge the pleas of their most faithful adherents, instead they deliver plagues, scorn, and curse them. It’s up to you to devise a path forward, to find or build a sanctuary on Talvara. The Bastards Guild is not a place for heroes, honorable knights, or kind-hearted bards. It is a place that adventurers, cut-throats, mercenaries, and occultists call home. Strive to be better. Save who you can. Survive. That is the creed of the Bastards Guild.

Members of the Bastard's Guild:
  • ​Warenoth Locke - Founder of the new Bastard's Guild.
  • Father Coin - Primary contact for adventurers.
  • Adrian Noel - Expert combat trainer.
  • Indar Arjoon - Arena Master, fight contractor.
  • Candice Samlal - Thief, agent, spy.

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The Bastard's Guild was established during the Third Age in the year AE 8, it’s an adventuring company recognized for its many exploits despite its founding only a few years ago. Originally the Bastard's Guild was one of the first adventuring companies to form as the Andminas and Assai empires fell into ruin, seeking to see profits and wartime shares they worked tirelessly during the wars that followed and had a notoriety for being treacherous and volatile. As their fame spread so too did their numbers, the Commander Adonias Locke eventually fielded one of the greatest companies during the collapse of the Andminas Empire. The Bastards Guild was a murderous company, feared by allies and foes alike and answerable for endless crimes. The Bastards attracted recruits from all walks of life, outcasts, fugitives, zealots, and of course, mercenaries. During one of the largest expeditions into new territories near the outskirts of Daggermark, Adonias turned his mind towards the burgeoning city-state and sought to siege its walls, Adonias wished to rule as a king, rather than a guild master. Despite having vast numbers his forces were broken by the combined ability and highly disciplined fighters of the Thanasi regulars, Arkkadian Remnants and Thorimund clans that claimed the city as their own. Adonias’ death marked the end of the Bastards until Warenoth Locke, Adonias' bastard son took and reclaimed the name.

As the years have passed, the Bastards have had a tonal shift within the organization. It's AE 32 and the looming threat of the demons and the world's darkening days has shifted the Bastards into a semi-autonomous association of adventurers, scholars, mercenaries and others with an active interest in exploring the unknown corners of Talvara. It should be noted that the Bastards are still a mistrusted organization, shady nobles, thieves, and everyday scoundrels are often the ones who seek them out to do a job. Though the company is trying to shift that perception, the coin often flows freely and in large sums from these types of tasks. Change is hard when everyone needs to be paid.

"STRIVE TO BE BETTER. SAVE WHO YOU CAN. SURVIVE."
~ The Bastard's Motto.


Bellmare acts as the primary base of operations for the Bastard's Guild and its members. With enough bunks to comfortably accommodate one-hundred members, it's an ideal Headquarters for the Bastards as the fort is centralized on the shores of the the splintered shore. They can quickly move from one location to the next using using the waterways and their ship dubbed 'The Wolf'.
The Ohr Gaming Network  is a gaming community focused on fostering a group of mature, intelligent, funny and down to earth players who are more interested in camaraderie over competitiveness. We want the Ohr Gaming Community to be a place for adults that can enjoy socializing with friends as much as they enjoy playing the games themselves.

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