The Bright Dawn Guild

Setting the scene:


 * The guild is surrounded by miles of forest that are largely uninhabited. Next to it is a small tributary and lake. The climate is temperate, and the guild experiences all four seasons roughly equally.

Key Locations within the Camp
The camp is surrounded by stone walls and a moat conjured by Flynn Gin using the mirage arcane spell.


 * The Guild Hall: A guild-hall sized building where new guildmembers register to join the Bright Dawn guild.
 * Barracks: A set of small buildings and tents where guildmembers are allowed to stay.
 * Castle DuPont: An enormous castle named after guildmember Enzo DuPont, who donated the castle to the guild. Used as a general purpose building for the guild, housing guildmembers and providing meeting rooms. Currently also housing 541 Kijan refugees.
 * Corpse Pit: A large pit that contains corpses collected by the guild on missions. Often used as a source of materials for necromancers.
 * Dragon Guard: An estate sized building that serves as the home of operations for the Dragon Guard House.
 * DuPont House of Magic: A guild-hall sized building that serves as the home of operations for the Dupont House of Magic House.
 * Ebony's Temple: A temple dedicated to the Sovereign Host erected by guildmember Ebony Ironmane.
 * Flynn's Grove: A magical grove conjured by guildmember Flynn Gin.
 * Flynn's Outhouses and Stone Huts: A set of small stone outhouses and huts conjured by guildmember Flynn Gin through the mirage arcane spell, meant to be used as living quarters in case of other options were unavailable.
 * Gift of Battle: The eastern gate is enshrouded in a gift of battle aura created by a Banner of the Krig Rune. Within this aura, Bright Dawn guildmembers cannot be frightened and gain a +1 to their AC and attack rolls.
 * Graveyard: A large graveyard where the Bright Dawn's dead and departed are buried.
 * Hot Springs: An area of hot springs conjured by guildmember Flynn Gin for the use and enjoyment of all guildmembers.
 * House of Hope: A stone fortress conjured by guildmember Zook Nackle to be used as a general philanthropic center. Currently at full capacity and home to 70 Kijan orphan refugees.
 * Kaiju Mine: A large, diamond-skinned Kaiju owned by the guild government. Mined for diamonds by refugees to provide funds for the government.
 * Loznear's Temple: A temple dedicated to the Sovereign Host erected by guildmember Loznear.
 * Sparring Area: A wide open dirt area bounded by some wooden fences that is used for sparring practice amongst guildmembers.
 * The Wildling Grove: A guild-hall sized building that serves as the home of operations for the Wildling Grove House.
 * Trading Post: A guild-hall sized building that houses Anastasia, the eldritch goddess of mundane commerce.
 * Twilight Tavern: A guild-hall sized building that serves as the guild's tavern, as well as the center of operations for the Twilight Tavern House.

Key Locations outside the Camp

 * The Scriptorium: An estate sized building that serves as the center of operations of the Scriptorium House. It is always nighttime around the Scriptorium thanks to guildmember Eleanor's nightfall pearl, which will likely ruin many the good eyesight in the long run.
 * The Soul Savior Society Estate: An estate sized building erected by guildmember Rive to serve as her home.
 * Tlagrangur's Grove: A magical grove conjured by guildmember Tlagrangur Runehrounvor, formerly known as the nameless druid.

Pre-Calamity
A few centuries ago, a mercenary named Blacktoxic led a band of mercenaries against the rule of a Mind Flayer colony that was using their village as a mind farm. After being elected as their chief, Blacktoxic renamed the simple band of mercenaries as the "Bright Dawn Guild."

The guild took on many missions, traveling and fighting anywhere they could to bring back money to repair the village. The village slowly stabilized and then grew, eventually becoming a city with numerous diverse races. The guild grew along with the city as the number of missions increased, inducting new recruits and creating squadrons to go on several missions at once—once just a few dozen members, it quickly grew to a few hundred. The guild's reach also increased, not only doing jobs on their own planet, but traveling to others to help, as well. The members carefully cultivated the guild's reputation that it was no simple band of brutes, but a group of professionals who would provide the best assistance to any and every creature in need.

The old mercenaries took it upon themselves to teach the new recruits how to fight and survive. Eventually, Blacktoxic stepped down from the guild to govern the city for a few years before succumbing to old age. He was succeeded by Makarov, a dwarf wizard, who led for many years after.

Post-Calamity
Unfortunately, the guild's days of stable happiness did not last. Multiple tarrasque-dragon hybrids assaulted our lands, slaughtering our allies and friends. The guild recalled all its members to fight, but the might of these abominations were too much. As the battle became desperate, an enormous ship appeared overhead. At first, its intentions were unclear, but it soon became apparent that it was there to help people escape and survive.

With the loss of our lands and our people, the surviving members were enveloped in a blinding white and taken aboard. The ship flew away in the nick of time, leaving the world to die. Within the ship, we met many others who were refugees from other worlds lost just like ours. Looking outside, there seemed to be hundreds of other ships similar to ours, though we separated before landing on our new home planet: The Reach.

Though the campsite only has a few buildings and our leadership has collapsed, we are quickly recovering and growing once again. We continue to send our members on missions all across the multiverse, aiding whoever is in need. Times are hard, and the road may be difficult, but we will prevail, we will survive, and we will prosper!

Governance
The guild has several ministries that govern its people. Its laws are divided into two categories:


 * The Constitution: https://docs.google.com/document/d/1_ZB3zy5RkGczFiWj6LY11v11actYbcZmzpbdAbYKLhs/edit#heading=h.vtv1ddhb8nok
 * Edicts and Politices: https://docs.google.com/document/d/1yXfZ-ickVIDaPnSrd5DtGAQDDgIjTY1TN3bmYqdIz40/edit

Hagar
The guild was at war with Hagar, though Hagar has not attacked the guild for several months. The status of the war is unknown.

Imperium Veiloris
The guild was on peaceful terms with the Imperium, but these relations may become hostile soon; there seems to have been a coup in the country, and the new leadership does not appear friendly to the guild.

Kija
During the summer of 2022, the guild was in an active war with Kija, which sent armies at the camp walls throughout each week. The primary cause of the war was that the guild was accused of aiding an insurgent named Jang Noksu in conducting various crimes in Kija, ranging from trespassing, theft, assassinations, and conspiracy of treason. The war officially began after several weeks of negotiations which unfortunately could not be peacefully resolved.

However, after a few months of fighting, the Kijans mysteriously stopped sending troops. After the guild government dispatched some members to investigate the reason for it, it was discovered that the Kijans had decided to wordlessly withdraw, assessing the cost of attacking the guild to be greater than any potential benefit, which was slim. Currently, Kija and the guild are still officially at war, though there has been no actively aggressive gestures from the Kijan side.