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Adventurers Guild contains equal parts mercenary company clearinghouse, merchant/trade organization, bounty-hunters union hall, magic-users employment agency, expedition outfitter, and one of those English Gentlemen's Clubs where members drink G&Ts and discuss how last year's safari went. Because of the substantial amount of unexplored land and hostile creatures filling the uncivilized world, the Guild makes a fortune providing front-line specialists to help put the "new world" in order. Be all that you can be! | ||
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