Adventuring

Adventuring is the national sport of Duskryn and continues to captivate the citizens.
 * Hundreds of years ago, adventuring was a risky endeavor to be handled only by the boldest, strongest, most courageous and sharpest of men and women. Legends are still told to this day of those great few that conquered the mysteries of the world and found fame and riches, but legends are legends, and today is a different day.
 * Just over 75 years ago, a wizard bent on taking over the world manufactured a way to remotely trigger multiple Summon Monster scrolls placed in wide ranging locations and intended to use them to destroy the better part of the world's population. To ensure no danger came to those who she might still have some emotion or use for, she developed a way to dispel all of the monsters created. However, the plot came to the attention of a group and men and women now called the Grand Masters who destroyed the wizard and found a new way to use her inventions... as a way to manufacture adventures.
 * Once Lords and Ladies began to create dungeons as a way to invite commerce to their cities, the Grand Masters created The Order to regulate the safety and participation in the sport.
 * Today, adventuring is almost single handedly responsible for bringing big business into cities. The sheer volume of merchants, adventurers for hire, and fans who flood cities to celebrate the grand openings of new dungeons and who continue to linger around popular dungeons can easily sustain a city's economy for months.
 * Adventurers wishing to try their hand at dungeons and adventurers must register with The Order after two attempts through registered adventurers, and must pay appropriate dues.
 * Adventurering teams are referred to as Guilds, and are composed of a maximum of seven adventurers. Guilds compete fiercely and there are many rivalries.
 * It is the goal of Guilds to amass popularity and titles by winning dungeons and adventurers. Special titles are given to those Guilds and individual adventuring groups who perform special tasks, such as:
 * Being the first to enter a new adventure
 * Being the first to beat a new adventure
 * Being the first to find all of the treasurers in a new adventure
 * On the entrance to any new dungeons, there is a bronze plaque that displays the name of the adventurers who are the first to enter the dungeon and the first to beat it. Most Guilds strive to be the only name on the plaque.