Overview
The Tropico Guild is the largest and most influential adventurer and mercantile guild across all three known continents. Perched along the rugged Fractured Cliffs at the northern rim of the Central Continent, Tropico is both fortress and freeport—a fusion of stone bastions, sprawling market tents, and mystical wards. Originally founded over 300 years ago as a humble trade collective, the Guild quickly expanded into adventuring, information brokering, politics, and eventually, journalism. Today, Tropico serves as a neutral haven for adventurers, merchants, and knowledge-seekers alike. It is a symbol of freedom, risk, and global influence, unmarred by national allegiances or borders.
Structure
At its core, the Tropico Guild functions as a decentralized collective with a structured, albeit fluid, hierarchy. The Guild is led by the High Curator, a position earned through merit, legacy, or overwhelming popular support from within the Guild. Below the High Curator are the Four Pillars—departments responsible for the Guild's primary operations:
The Ledger – Oversees economics, trade routes, merchant guilds, and market control.
The Flame – Manages adventurer rankings, guild quests, combat licenses, and the issuance of magical contracts.
The Veil – Handles internal security, diplomacy, covert intelligence, and neutrality enforcement.
The Quill – Maintains Tropico's global reputation through publishing, storytelling, bardic arts, and international news.
Beneath the Pillars are hundreds of sub-guilds, ranging from small local adventuring crews to internationally recognized elite teams, each with their own customs and internal rankings. A person may rise from street urchin to legendary status through the Guild alone.
Political Structure & Tension
Tropico prides itself on its stateless identity, but this independence comes with constant tension. The Guild's very existence is a defiance of traditional governance. To become an adventurer is to renounce your citizenship—a declaration that you answer to no king, no empire, and no law but the Guild's code.
This creates unresolved friction with established powers. While Tropico wields no standing army, its collective strength through adventurers and mercenary bands makes it a deterrent against any nation foolish enough to challenge it directly. Internal tensions also arise when rogue adventurers or outlaw guilds violate the Code, leading to swift and often brutal retribution by the Pillars of the Veil.
Relationships with Other Major/Minor Factions
The Elynthian Monarchy, tolerates Tropico's presence, though uneasily. While Elynthia views adventurers as "unruly magic-wielders without noble cause," the Monarchy frequently contracts them for missions too dishonorable or dangerous for its aristocrats.
The Imperium of Barryl, loathes the Guild. The Legion considers adventurers to be chaotic threats to order and a mockery of military discipline. Attempts to shut down Guild branches within Imperium-occupied zones have led to violence and quiet assassinations from both sides.
The Lipadiyan Empire, has a more balanced view. They respect the martial skill and tactical brilliance of adventurers and even host a few elite Lipadiyan sub-guilds within Tropico's network in return they allow Tropico to create major outposts within the Southern Seas. Some speculate that Lipadiya uses the Guild to gather intelligence across the continents.
Minor factions and buffer states often rely on the Guild for survival, economic stimulation, or even defense. Entire frontier towns owe their existence to Tropico-employed adventurers who cleared ruins, slayed monsters, help out in relief efforts, or discovered mana-stone veins.
Role in Magical Industry
In Magical Industry, the Tropico Guild represents the unshackled side of magic—where innovation and danger collide. Unlike the rigid institutions of kingdoms and empires, Tropico fosters experimental spellcasting, unregulated mana-tech, and daring exploration. Many discoveries in the New Age of Simple Magic were first unearthed by adventurers bearing Tropico's sigil.
Tropico's bards, researchers, and enchanters play a critical role in documenting the world's shift, spreading information, exposing corruption, and revealing ancient knowledge hidden in forgotten ruins. Their open marketplace also serves as a cultural melting pot, where techniques, traditions, and magical theories are exchanged freely. While the Guild doesn't make policy or law, it influences every magical economy and knowledge system by acting as a loud, global voice that no faction, no nation can afford to ignore.