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In the 1480's, the world faced mortal-created peril, assassins, political intrigue, the overthrowing of nations; by the end of the decade, it seemed the conflicts had passed. Many adventuring guilds closed their doors as work stopped coming, many powerful adventurers moved to retirement.
In the early 1490's, they realized their mistake...
Tiamat returned, elemental cults arose, the Domains of Dread began to grab adventurers and citizens from the Material Plane once again.
Though the apocalypse-level threats were held off time and time again by various groups of no-name adventurers, it was in the ashes of these threats a band of adventurers came together to found the Murann Adventuring Company. With a mission statement centered on not only providing mercenary work to the world, but providing a safe place for aspiring adventurers to hone their skills before they are needed, the Murann Adventuring Company stands as a bastion of security in the face of the uncertain future...
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