The Rift

A call to adventure is just that. *A call.* A yearning for something more. Often, this yearning has people envision a Heavenly life stretching above the clouds. The wars you dream of entering has your defined victory. There is money galore after you cut off the hydra's head. The world praises your name. You never had an unhappy day again.

Well, what if I were to tell you that call would instead put you in a hole in the ground surrounded by alien monsters, Eldritch mind fucks, the remnants of death, a civilization long past, and an entire universe beyond your mortal comprehension? Would you still answer it?

No? *Too bad*! You're doing it anyway! Welcome to the Rift, bucko!

## Characters

*Simone and Adventure Talbournet (Archived)*

## The City, The Guild

### Irth

Irth is a gold rush city taken to an extreme. More and more adventurers, merchants, explorers, and their families are entering the town turned city every day. The barracks are bustling with the surge of activity. Overcrowding is being fixed by rapid home building, street sleepers, or campsites along the Rift itself.

##### Notable City Sites:

* The Temple of Izris, Guild halls, City hall

### Guild Organization

*All Guild members can post notices/asks for help/tips on a Guild board in town. They also can access the library there.*

Rank 1- (Basic application) Members in this rank are assigned to above Rift administration task, help around the Guild, and do work a general citizen can.

Rank 2- (Complete orientation trials) Members in this rank are able to legally go into the Rift. They are also qualified for a search party- though it will only search for you above the 1,000 feet depth level.

Rank 3- (Bring back a rank 3+ relic and have gone to Camp Ashke that's 1,000 feet down) Members in this rank have access to everything in the Rift up to the Mist.

Rank 4- (Only the Guildmaster can choose to promote someone to this rank; often gained through an immense show of skill) Members in this rank are able to go below the Mist and are given free range to most all Guild features.

### Artifact Ranks

*Grades 5 to 1 and Special*

5= Common. Trinkets, bobbles, etc. Somewhat easily understood magic.

4= Uncommon.

3= Rare. Begins increasing in power.

2= Very rare/Epic.

1= Legendary, very powerful.
Special= EXTREMELY powerful and rare artifacts. [Ex: A secret artifact the King was given by the first Delver party that is only mentioned through vague tales]

## Notable Places

### The Hole

* First Path: The shallow, easy path downwards that's directly accessible from the city.
* Cliffside Drop Path: A path a small distance from the city that has a sheer drop. Guild approved, but recommended against.
* 'Illegal Path': An unapproved path far from town that non-Guild delvers enter into.
* Camp Ashye: This camp serves as the 1,000 foot landmark for downward Delvers. It's a big cavern that's been cleared out for makeshift encampments for whoever needs it.
* The Stairs: An extremely tall staircase rising up from the border of the Mist. Created by Guild members Adventure and Qudrah.

### Out of City Areas

* Old Pete's House: The site of an illegally kept necromatic, fetus-like Rift artifact that possessed retired adventurer "Old Pete". Disposed of by Tah'Sar, Makana, and Qudrah in a fiery battle and subsequent angel visit.